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Book.

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Copyright)^".

COPYRIGHT DEPOSre

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How

lo

Become a Magician
CONTAINING'

GRAND ASSORTMENT
OP

Magical Illusions
AS PERFORMED BY THE LEADING MAGICIANS AND WIZARDS
OF THE DAY.

ALSO CONTAINING

TRICKS WITH CARDS


MADE USE OF BY NOTED GAMBLERS. INCANTATIONS, CHARMS
AND SPELLS PRACTICED BY ASTROLOGISTS AND
FORTUNE-TELLERS BY THE USE OF
CARDS, DICE AND DOMINOES.

,^^
^^-JCP'^ WASHING-

New York:

FRANK TOUSEY,

Publisher,

34 AND 36 North Moore Street.

Sutered aeoordmg to Ast of Oongress, in the year 1882, by

FRANK TOUSEY,
in the OfQce of the Librarian of Oongies8 at Washington, D. C.

How

to

Become a Magician.

INCLUDING SLEIGHT OF HAND WITH OBJECTS OR


CARDS, WITH AND WITHOUT APPARATUS.
From the very early ages of the world the art of legerdemain, commonly called conjuring, has been known and
practiced.
In some of the old heathen ceremonies the priests
made use of skillful deceptions, in order to impose upon the
people; and in ancient Egypt, in Greece, and in Rome, the
worship of the gods was frequently associated with mere
tricks, which were used for the purpose of obtaming an influence by a pretense of extraordinary and supernatural
powers. Among the Eastern nations juggling was a profession, and to this day the jugglers of Hindustan and other
Oriental nations are so skillful that they are able to deceive
even the most acute observers.
In our own country the
juggler was a minstrel as well as a conjurer, a reac'er of the
stars or astrologer, and at the same time a jester, a merryandrew, and a teller of droll stories. These jongleurs traveled
from place to place, and exhibited at fairs, feasts, and merrymakings, as well as in the houses of noblemen, where they
diverted the company in the great halls. In the fourteenth
century they gave more attention to tricks and feats of skill,
and became known as tregetours. The performances of some
of these gentry were so marvelous, that the common people
believed them to be the result of witchcraft, and classed the
tregetour with the warlock and the sorcerer.
Chaucer, who
no doubt had frequently an opportunity of seeing the tricks
exhibited by the tregetours of his time, says: ** There I sawe
playenge jogelours, magyciens, tragetours, phetonysses,
charmeresses, old witches, and sorceresses ;" and the old poet
goes on to say of them, "Sometimes they will bring on the
similitude of a
lion, or make flowers spring up as in a
meadow; sometimes they cause a vine to flourish, bearing
White and red grapes, or show a castle built with stone, ana

^m

HOW

TO BECOME A MAGICIAN.

when they please they cause the whole to disappear;*' and in


another part of his works he says :
"There saw I Coll Tregetour
Upon a table of sycamour
Play an uncouthe thynge to tell;
sawe hym cary a wyndemell
Under a walnot shale."-Zfowse of Fame, book

ill.

The learned monarch James I. was perfectly convmced that


these and other inferior feats exhibited by the tregetours of
The
his day could only be performed by diabolical agency.
profession had already fallen very low, and at the close of the
reign of Queen Elizabeth the performers were ranked by the
moral writers of thaftime not only with ruffians, blasphemers,
thieves, and vagabonds, but also with Jews, Turks, heretics,
pagans, and sorcerers; and in more modern times, by way of
derision, the juggler was called a mocus-pocus, or hokuspokus, a term applicable to a pickpocket or a common cheat.
The following pages are not intended to make the young
reader either a cheat or a trickster; there is nothing perhaps
so utterly contemptible in every-day life as trickery and deceit, and we would caution our j^oung friends not to cultivate
a love of deception, which is only allowable in such feats of
amusement, because it is in fact not deception at all. when
everybody expects to be puzzled, and is only left to find out
the mystery the beat way he can.
With this sage advice we shall present a collection of
amusing conjuring tricks, premising that a considerable
number of tricks usually embodied in this division will be
found in that part of our work relating to Scientific Experiments and Amusements, as they more properly belong to
"Natural Magic," and are to be referred to the various operations of nature in the several departments of art, science, and
philosophy.

SLEIGHT OF HAND.
It is intended in the following pages to lay more stress upon
those tricKS which require no apparatus than upon those for
which special apparatus or the assistance of a confederate is
No one is nearly so well pleased by a trick whose
required.
essence evidently lies In the machinery, while every one feels
pleasure at seeing a sleight of hand trick neatly executed.
The audience often despise all the numerous boxes, bottles,
variegated covers, and other gimcracks which are generally
seen on a conjuror's table; and are seldom so pleased with
^ny performer as with one who does not even require a table,
but presses into his service articles borrowed from his audiThe spectators should never be able to say, * Ah the
ence.
trick lies in the box : he dares not show it to us 1"
!

HOW

TO BECOME A MAGICIAN.

The following tricks have almost all been successfully performed, and have caused some reputation in the magic art.
Some of them are the invention of one of the most eminent
'conjurors" of modern times.

THE FLYING SHILLING.


This trick must be frequently practiced before

duced

it is

pro-

in public.

Borrow two colored silk handkerchiefs from the company,


and have three shillings in your hand, but only show tico,
keeping the other one firmly fixed against the first joint of the
Yuu must also have a fine needle
second and third fingers.
and thread stuck inside the cufi' of your coat. Then take one
of the handkerchiefs, and put in both shillings, but pretend
that only one is in the handkerchief; then put the handkerchief into a hat, leaving one corner hanging out. Now
hold up the third shilling (which the spectators imagine is
the second), and ask one of the company to lay the second
handkerchief over it. You then ask him to hold the shilling
tight between his finger and thumb, while you twist up the
handkerchief.
While doing so, with both hands concealed
under the handkerchief, you pass a few stitches under the
shilling, and replace the* needle.
This being done, spread
one corner of the handkerchief over the hand of the person

who

is st:ll

holding the shilling, and, taking hold of another

hmi to drop the shilling when you have counted


three.
At the word "three " he lets go the shilling, and you
whisk the handkerchief into the air, when the shilling appears
corner,

tell

is really held in the handkerchief.


You
the astonished individual to draw the other handkerchief out of the hat by the corner that is hanging out.
The
two shillings are heard to fall into the hat, and every one is
persuaded that you have conjured one of the shillings out of
the person's hand, and sent it into the hat.

to have vanished, but

then

tell

ANOTHER METHOD.
Perhaps the spectators may ask to see

it again, or demand
mark the shilling. In this case, vary it as follows. Ask
some one (always choose the most incredulous of the party)
to mark a shilling of his own and give it you.
Take the
same handkerchief and give him the shilling to hold that is

to

already inclosed

in it, as in the last trick, dropping the


shilling into the palm of your hand.
Twist it up as
before, and then leave it entirely in his hands.
Direct him to
place it on a table, and cover it with a basin or saucf r. Ask

marked

him to give you a cup or tumbler, and hold

it

under the

table, beneath the place where the saucer is.


Then tell him
to knock three times on the saucer, and at the third knock

HOW

TO BECOME A MAGICIAN.

the marked shilling fall into the tumbler. Hand him the
tumbler, and while he is examining the shilling to see if it is
the same one that he marked, take up the saucer, and shake
out the handkerchief that is lying under it, as in the last trick.
You must then return tke handkerchief, and while you
pretend to be searching for the marks, draw out the thread
that held the shilling and drop the coin into the palm of your
hand, taking care to rub between your finger and thumb the
spot where the threads had been, in order to eradicate the
marks.
This variation seldom fails to confuse the company.
let

You must remember to keep talking the whole time, and


always try to make a joke, or otherwise to distract the
attention of the audience, while you are executing the necessary changes.

TO GET A RING OUT OF A HANDKERCHIEF.


Bend a piece of gold wire into the form of a ring, having
previously sharpened both ends. You have a real ring made
of the same piece of wire, and concealing the false ring in the
palm of your hand, offer the real one to be inspected. When
it is returned, borrow a handkerchief, and, while taking it
from the lender, slip the real ring into your left hand, and
take the false one at its point of junction. Throw the handkerchief over the ring, and give it to some one to hold between his finger and thumb. Let the handkerchief fall over
it, and give a piece of string to a second spectator, directing
him to tie it round the handkerchief, about two inches below
the ring, so as to inclose it in a bag, and tell him to do so as
While he is doing this take up your contightly as he can.
juring wand, a rod of some hard wood, about eighteen inches
long, and when the knot is tied, step forward, passing the rod
into your left hand, taking care to slip over it the real ring,
which has lain concealed there. Slip your left hand to the
center of the rod, and direct each of the two persons to hold
Then tell the one who has
one end of it in his rio:ht hand.
the ring and handkerchief to lay them on your left hand,
which you immediately cover with your right. Then tell
them to spread another haadkerchief over your hands, and to
say after you any nonsense that you like to invent.
While they are so doing, unbend the false ring, and draw
through the handkerchief by one of its points, carefully
rubbing between the thumb and fino:er the place where it

it

came through.

Hang

the

empty handkerchief over the

ring

on the rod, and take away your hands, which you


exhibit empty, as you have stuck the false ring inside your
Take away the upper handkerchief, and let a third percuff.
which

is

HOW TO BECOME A

MAGICIAN.

son come to examine, when he will find the ring


the handkerchief and hung upon the rod.

TO TIE

gone out of

A KNOT

IN A HANDKERCHIEF WHICH CANNOT BE DRAWN TIGHT.

Cast an ordinary knot on a handkerchief, and give the end


out of your right hand to some spectator, and tell him to pull
hard and sharp when you count three. Just as he pulls, slip
your left thumb under the handkerchief, and it will be pulled
out quite straight, without any knot at all. You must let go
the end that hangs over the left hand, and grasp the handkerchief between the thumb and forefinger.

THE THREE CUPS.


This is an admirable delusion, but requires very careful
management, and should be practiced repeatedly before it is
You get three tin cups. They should
exhibited publicly.
have two or three ridges running round them at the mouth, in
order to give a better hold. Four balls should now be made
One of the balls is held
of cork, and carefully blackened.
concealed between the roots of the third and fourth fingers,
while the other three are handed round for examination, together with the cups. When they are returned, the young
conjuror begins by placing each ball under a cup, or, if
he chooses, asks one of the spectators to do so for him.
.

While this is being done, he slips the fourth ball to the tips of
the second and third fingers.
He then lifts up cup No. 1,
replacing it on the table a few inches from its first position, and at the same time slips the fourth ball under it.
He takes up ball No. 1 and pretends to throw it away, but in
reahty he slips it into the place which the fourth ball had occupied.
He does the same with the three cups, and then
commences a sham search after the lost balls, in which he accidentally (I) knocks over one of the cups, and, to his pretended astonishment, finds a ball under it. He then knocks
over both the other cups, and finds in them the two missing
balls.

He

again places the balls under the cups, taking eare to


under cup No. 3. He then takes up cup
No. 1 and pretends to throw the ball into No. 3, but hides it
as before. As there are already two balls in No. 3, the spectators Imagine that he really has thrown the ball into it.
He
replaces cup No. 3 over both balls, and slips among them ball
No. 1. He then takes up cup No. 2, and goes through the same
process, and on knocking over cup No. 3, all three balls are
found together under it, and while the spectators are being
astonished, ball No. 2 can be quickly got rid of.
slip the fourth ball

HOW

TO BECOME A MAGICIAN.

A rather startling termination to this trick can be managed


by taking up one oF the cups with its mouth upwards, holding
Then by throwing
the finger and thumb close to its mouth.
another cup into it, letting go the first and catching the second, you appear to have thrown the second cup through the
first.

TO TIE A HANDKERCHIEF ROUND YOUR LEG, AND


GET IT OFF WITHOUT UNTYING THE KNOT.
Hold th^ handkerchief by both ends, lay the center of the
handkerchief on your knee, and pass the two ends below, appearing to cross them, but in reality hitching them within
each other. Draw this loop tight, and bring back the ends
to the same side on which they were originally, and tie them
above. If the loop is properly made it will stand a good
Then, after showing the spectators how firmly it is
pull.
tied, put your hand under the knot, and by giving it a sharp
pull, it will

come

off".

THE MAGIC BOND.


Take a piece of string, and tie the two ends together with
a weaver's knot, as that holds the best, and arrange it over
Having done so, let the long loop hang loose,
the fingers.
lift both loops off the thumb, draw them forward until the
string is quite tight, and then put them behind the hand, by
passing them between the second and third fingers. Then
pull the part of the string that is across the roots of the
fingers, and the whole affair will come off.

THE OLD MAN AND HIS CHAIR.


Take the same piece of string as in the last trick, hold your
left hand with the palm uppermost, and hang the string over
Spread all the fingers, and with the right hand
the palm.
bring forward the loop that hangs behind, by passing it over
the second and third fingers.
Loosen the loop, take hold of
the part of the string that crosses the hand, and pull it forward. When tight pass it to the back of the hand> the
Loosen
reversal of the movement that brought it forward.
the loop, insert the fore-finger and little finger of the right
hand under the string that encircles the left fore-finger and
little finger, and pass the two loops to the back of the hand.
Tuck both loops under the cross-string at the back, and
your preltrainaries are completed.
Then begin your story:
" There was once upon a time an old man who stole a pound
Here they are." You then hold your left hand as
of candles.
at the commencement, hook the right fore-finger under the
cross-piece at the back and draw it downward until it is long
enough to be passed over the second and third fingers to the


HOW

TO BECOME A MAGICIAN.

Pass it over, and draw it slowly upward, when the


similitude of a pound of candles hanging by their string will
be seen. " The old man, being tired, hung up his candles "
you then hang the long loop over your thumb "and sat
down in his high-backed chair, which you see here." You
then hitch the light fore-finger and middle finger under the
two loops that will be found hanging behind the left hand,
bring them to the front, raise them perpendicularly, and the
The thumb must be raised perpenchair will be seen.
dicularly, and brought as much as possible into the center of
the hand, or the chair will be all aside.
front.

** When the old man was rested it


began to become dark,
and he took a pair of scissors to cut down a candle for
himself.
Here are the scissors." While you are saying this
you slip the loop off' the thumb, and you get a pair of scissors.
Move the blades and handles of the scissors, as if cutting
something with them. " Just as he had lighted it, in came a
policeman, and produced his staff", with the Queen's crown at
the top.^' Now let go the little finger of the left hand, and the
loop will run up the string toward the right hand, producing

"The old man in vain tried to resist, for the


a King's crown.
policeman called a comrade to his assistance, and they tied a
slip
cord round the old man's arm, in a tight knot, like this
the right middle finger out of its loop, and you will obtain the
knot '* and carried him off' to prison."
*

TO TIE A KNOT ON THE LEFT WRIST, WITHOUT


LETTING THE RIGHT HAND APPROACH IT.
Take a piece of thick pliant string by each end, and with a
quick jerk of the right hand cast a loop on it. The jerk must
be given upwards and towards the left hand, and its impetus
will cause the loop to run up the string until it falls over the
left wrist.
The moment that the forward jerk is given the
right hand should be drawn back, so that the loop is drawn
tight directly it has settled on the wrist.
Both ends should be
let fall when the knot is firm.
This is a very nice little sleight
of hand to practice in the intervals between more showy
tricks, and, although rather diflftcult to learn, is soon acquired.

THE HANDCUFFS.
Let two persons, a and b, have their hands tied together
with string, so that the strings cross.
The object is to free
themselves from each other without untying the knot. It is
executed in the folio vving manner:
Let B gather up the string that joins his hands, pass the
loop under the string that binds either of a's wrists, slip it

10

HOW

TO BECOME A MAGICIAN.

over A*s hand, and both will be free. By a reversal of the


process, the string may be replaced.

same

TO PULL A STRING THROUGH YOUR BUTTON-HOLE.


Take a piece of string about two feet in length, and tie the
ends together. Pass it through a button-hole of your coat
hitch one thumb at each end, hook the little fingers into the
upper strings of the opposite hand. Then draw the hands
well outward, and the string will look very compUcated.
To get out the string, loose the hold of the right thumb and
left little finger, and separate the hands smartly, when the
string will appear to have been pulled out through the substance of your coat.
It is an improvement of the trick if,' immediately on loosing
the hold of the right thumb, you change the string from the
right little finger on to the thumb.

THE CUT STRING RESTORED.


Tie together the ends of a piece of string, pass one hand
through each end, twist it once round, and put both ends into
Draw the right hand rapidly along the double
the left hand.
strings until you come to the place where the strings have
crossed each other.
Conceal the junction with the thumb and
finger of the right hand; hold the strings in a similar manner
with the left hand, and tell some one to cut the strings between them. You show that the string has been divided into
two pieces, and say that you will join them with your teeth.
Put all four ends into your mouth, and remove with your
tongue the little loop that has been cut ofl". When you take
the string out of your mouth, the spectators will not notice
the absence of so small a portion of its length, and will fancy
that you really have joined them.

THE GORDIAN KNOT.


Take a silk handkerchief, and lay it on a table. Take
each of the corners, and lay them across each other in the
middle of the handkerchief, which will then be square. Do
the same with the new corners, and go on until the handThen with your
kerchief is reduced to the size of your hand.
left finger and thumb take hold of the center, taking care to
grasp all the four corners that lie there, and with the right
finger and thumb take hold of the outer layer of silk, and
Then turn it a
pull it towards you as far as it will come.
little on }'our left hand, and repeat the operation until it is all
screwed up into a tight ball. No ends will be then perceptible, and a person who is unacquainted with the mode will
never be able to untie it. Of course you must prepare it pre-

HOW TO BECOME A

MAGICIAN.

11

When the person to whom you give it has failed to


you take the ball in your hand, and holding it behind
your back, you reverse the method by which it was tied, and
when it is loose a good shake will release it.
viously.

untie

it,

THE KNOT LOOSENED.


This is a very amusing deception. You ask any one for a
handkerchief, and tie the ends firmly together in a double knot
allowing him to feel it, or pull the ends as tight as he pleases.
You then throw the center of the handkerchief over the knot,
and ask the person to hold it tight between his finger and
thumb. You ask him if the knot is still there, to which he
the aflarmative.
You then take hold of
will answer in
any part of the handkerchief, and direct the holder to drop
the handkerchief at the word ''three." You count *'one,
two, three," at which word he looses his hold of the handkerchief, and there is no vestige left of the knot.
The method of managing this trick is as follows: Take the
handkerchief and tie the ends in a simple knot, keeping one
end tight, and the other end loose. We will call the tight end
A, and the loose one b.
Keep a always in the right hand, and
on the stretch horizontally. Do this when you tie it the second
time, and draw b tight, which will then form a double tie round
When you throw the handkerchief
A, but will not hold it firm.
over the knot, you draw out a with the finger and thumb of the
left hand and the knot will apparently remain firm, although
in reality it is nothing but a double twist of silk, which of
course falls loose when the handkerchief is dropped.

TO PUT NUTS INTO YOUR EAR.


Take three nuts in the left hand, show them, and take out one
them between your right finger and thumb, and another between the first and third finger. This latter is not seen by the
company. You then put one of them in your mouth and
retain it there, unknown to the spectators while you exhibit
the second as the one that you put into j^our mouth. This
second one you carry to your ear, as if you meant to insert it
there, and on replacing it in your left hand, only two nuts
will be left instead of three, the third of which appears to
have gone into your ear.
of

TO CRACK ATALNUTS IN YOUR ELBOW.


Conceal a very strong walnut in your right hand, and take
two other walnuts out of the dish. Place one of them on the
joint of your arm, and say that you are going to br?ak it by
the power of your muscles.
You will now have one walnut
Close your left
In your arm and two in your right hand.

HOW

12

TO BECOME A MAGIGIAN.

an apparently violent blow with the right


the right hand violently,
which will
in it, and tlie spectators
hearing the crash will be sure to fancy that it is caused by the
demolition of the walnut in your arm. Then open your arm
very gently Cfor fear of dropping any of the fragments,
5^ou must say), and when pretending to take out the walnut
Which j^ou had placed there, you substitute for it the broken
one from your right hand.
arm, and strike

hand

at

it

same time clenching


smash the second walnut

the

TO TAKE FEATHERS OUT OF AN EMPTY HANDKERCHIEF.


Procure at the military clothier's four or five large plumes,
such as are worn by officers. Take off your coat, and lay the
plumes along your arms, the stem being toward your hand.
Now put on your coat again, and the feathers will lie quite
smoothly and unsuspected. Borrow a hankerchief from one
of the spectators, and wave it about to show that it is empty.
Throw it over your left hand, and with the right draw out one
of the plumesfrom up the coat-sleeve, at the same time
giving it a flourish in the air, which will loosen all the fibers
of the feather, and make it appear much too large to have
been concealed about the person. Wave the handkerchief
again, and repeat the operation until all the plumes are gone.
You can carry enough plumes under the sleeve to cover
a table with, and if you prepare a board or an ornamental
vase full of holes, you can place the plumes upright as you
take them out.

TRICKS REQUIRING SPECIAL APPARATUS.


None of the following tricks are wholly managed by the
apparatus, as such performances are unwortliy of notice.
Therefore, every trick mentioned lU the following pages must
be carefully practiced in private before it is produced in
public.
The apparatus, of course, cannot be inspected by the
audience, and for that reason it is better to mix them with
those tricks which have been already mentioned, in order that
suspicious persons may be quieted by an occasional permission to inspect the objects used in the performances.
The young conjuror should always vary the mode of performance in the non-essentials, and should study combinations of one trick with another, by which means he will produce more astonishing results than if he restricted himself to
the methods mentioned in this work. He should also invariably make a little speech, acknowledging that he is only
deceiving the eye, and not the mind, and should therefore

HOW

TO BECOME A MAGICIAN.

request the company not to ask any questions, or to


inspection of any of liis apparatus.

18

demand

THE DIE TRICK.


Get a wooden die about two inches and a half square, and
a hollow tin die exactly the size of the wooden one, but without one of the sides. Then paint them both exactly alike.
It will be better to let an accidental flaw appear on the same
Then get a tin cover that exactly fits the dies.
side of each.

Now

for the trick itself.

Borrow two hats, and while you turn your back upon the
audience as you go to your table, slip into one of them the
false d'e.
Place both hats on the table, and send round the
When they are returned,
real die and cover for inspection.
say, ''Now, ladies and gentlemen, it is my intention to place
these hats one above another, thus." You then place the
two hats one above the other, the rims together, the hollow
die being in the bottom hat.
*'I shall then cover the die
thus," which you do, "and after 1 have knocked on the
cover, I shall take it off, and you will find that the die is
not under the cover, as it is now," taking it off, "but inside the hat, like this."
You then put the real die into the
hat.
"You do not believe me, ladies and gentlemen, but
I will soon convince you."
You then take out the false
die, and replacing the upper hat, put the die on the upper
hat (of course, with the open side downward) and place
the cover over it.
Pick up your conjuring wand, give it a
few flourishes, and bring it down on the cover. Grasp the
cover tightly near the bottom, when both cover and false die
will come up together; put the end of your wand into them,
and give them a good rattle. Then knock off the upper hat
with a blow of the wand, and push the lower one off the
Always use plenty
table, so that the die tumbles out of it.
of gesture about your tricks.

THE DOLL TRICK.


Get a comical-looking doll, and cut ofl' his head diagonally,
taking care to do it very neatly. Drive a peg into the neck,
and bore a hole in the body, into which the peg fits. Paint
his body and head carefully, and if you put a gold chain or
two round his neck, it will conceal the line of junction.
Make also a coat of silk, and sew a pocket inside the edge of
ihe skirt.
doll and say: "Now, ladies and gentlemen,
a very learned man. Observe the development of his
forehead, the sagacity of his nose, the eloquence of his lips,
the dignity of his spectacles, and the philosophy of his pig-

Take up the

here

is

HOW TO BECOME A MAGiaAN.

14

He

is professor of astronomy at Tlmbuctoo* and her is


of oflQce.
See how handsome he looks in it. He is
going to Amsterdam to see the eclipse of the last new comet.
He has the honor to wish you all farewell before starting on
Now, professor, we are waiMng to see you go.
his journey.
Oh you want funds, do you? I beg your pardon, here is a
shilling for you. ' So saying, you talie your right hand from
under the gown, taking with it the body, and put the body
into your pocket, while } on jingle some silver.
The head is
now supported by your left hand. Pretend to give him some
money, and then say: ** What, you won't go unless you have
more? G*t along l" Hit the head a hard rap with your right
hand, which drives it into the packet, which you hold open for
it with your left thumb and little finger.
"Oh. dear! the
tall.

his

gown

doctor is dea(% and cannot be found." Saying this you grasp


the gown by tlie place where the head is, and shake it about
to show that it is empty. If you like, you can make another
oration and hold a dialogue, making the doctor resuscitate
himself, which is, of course, done by taking the head out of
the pocket with the left hand, and working it about by the
peg.

THE VANISHED GROAT.


Put a little wax on the nail of the middle finger of the right
hand, and take a five-cent piece into the palm of the same
hand. Close the hand, pressing the wax on the coin. Then
rapidly open it, and the silver piece will adhere to the wax,
and be quite concealed behind the finger when you hold your
hand up.

THE RESTORED DOCUMENT.


book, and line the cover with paper
which has been previously rubbed with a mixture of lampblack and oil. The paper must be loosely afl[ixed, so that it
can be raised up, and a leaf from the memorandum book
placed under it. You must also make a flat box, having a
dtuble opening.
,
,
,
^
You now take a leaf out of the memorandum book, and ask
some one to write a sentence, at the same time oflering him

Make a memorandum

the book to write upon. The pencil with which you furnish
him is very hard, and he is forced to press upon the paper in
order to mark. In so doing the black is transferred by the
pressure of the pencil from the blackened paper to the white
makes an exleaf that has been placed under it, and of course
his documan
the
give
then
You
writing.
the
act copv of
ment, put the memorandum book in your pocket, and go out
forgotterin
of the room to fetch your box, which you have

HOW

TO BECOME A MAGICIAN.

15

While you are out of the room, you take out the leaf from
under the black paper, and put it in one side of the flat box,
and shut down the cover that hides it. You bring in the box,
apologizing for your absence, and give the box, open at the
Tell him to burn his
other side, into the writer's hands.
writing in a candle, and to place the ashes in the box. He
does so, and closing the box, returns it to you. You then
flourish about a little with the box, wave it in the air, bring it
down with a bang on the table, strike it wV-h your wand, and
then, opening ir, as at first, you produce the duplicate leaf,
which the writer acknowledges to be his own hand-writing.
If the lamp-black should have come oflf and smeared the
paper, you can account for it^by observing that it is very difficult to get rid of all traces of the burning.

THE FISH AND INK

TRICK.

This is really a first-rate delusion. You bring before the


spectators a glass vase, full of ink.
You dip a ladle into it,
and pour out some of the ink upon a plate, in order to convince the audience that the substance in the vase is really
ink.
You then throw a handkerchief over the vase and instantly withdraw it, when the vase is found to be filled with
pure water, in which a couple of gold fish are swimming.
This apparent impossibility is performed as follows. To
the interior of the vessel is fitted a black silk lining, which
adheres closely to the sides when pressed by the water, and
which is withdrawn inside the handkerchief during the performance of the trick. The ladle has a hollow handle with
an opening into the bowl. In the handle is a spoonful or so
of ink, which runs into the bowl when it is held downwards
during the act of dipping it into the vase.

THE CANNON BALLS.


The performer of this trick borrows a number of hats, and
places them on the table. He then returns each person his
hat, and on turning it over, a thirty-two pounder cannon ball
rolls out.

The method of performing this delusion is as follows. Get


a turner to make a number of wooden balls, each the size of
a thirty-two pounder cannon ball, and let a hole be bored in
each which will admit the middle finger. The balls are arranged hole upwards on a shelf on your table on the side
opposite to the audience, so that the balls are nearly level
with the top of the table. When you take a hat ofi* the table,
you slip your fore or middle finger into the ball just as you
would into a thimble, and by bending the finger, bring the
ball into the hat.

16

HOW

TO BECOME A MAaiClAN,

Any object may b6 brought into a bat in this manner, a


great cabbage, for instance, having a hole cut in the stalk.

THE SHILLING IN THE BALL OF COTTON.


Get a tinman to make a flat tin tube, which will just allow
a shilling to pass through it. Wind a quantity of worsted
round it, so as to make it into a ball.
These preliminaries having been accomplished, perform
any trick that will get a shilling out of sight. Then tell the
spectators that you will bring the marked shilUng into the
middle of a ball of worsted. Take down the ball from the
place where it is Ijing, drop the shilling inio the tube, and
withdraw the tube, leaving the shillmg in the ball. A good
squeeze or two will hold if tight, and obliterate every mark of
Place the ball in a tumbler, take the end of the
the tube.
worsted, and give it to some one to unwind. This being
done, the shilling will be found in the very center of th6
with the end of the worsted wrapped tightly round it.

ball,

THE EGG AND BAG TRICK.


Get a chintz or cloth bag made double, and between the
two bags make six or seven pockets, each of which will hold
an egg, and having an opening into the bag. Fill the pockets with eggs, and you are readv for the performance.
Hold the bag by the place where the eggs are, shake it,
turn it inside out and show that there is nothing in it. Then
tell the spectators that you are sure that there is a hen in the
bag, put your head near the mouth of the bag, and make a
clucking like a hen. You then say, **I knew 1 was right, and
she Las laid an egg.''^ So saying, you put your hand into the
bag and take out one of the eggs, taking care to pretend to
grope in one of the corners for it.
This is repeated until all the eggs but one are gone. You
then, after taking out the last egg, say that some people think
that the eggs are not real, but you will convince them by
ocular inspection. Saying this, you break the egg in a saucer
with your right hand, and while the people are occupied with
it, you drop the bag Ijehind your table, or hang it on a hook
out of sight, and take up another exactly like it, into which
you have put a hen. ''These are real eggs," you then say,
" and if any one doubts their reality, they cannot doubt that
this is a real hen." You then turn the bag upside down, and
shake out the hen. If any one wishes to inspect that bag,
he can do so without being much wiser for it.

THE DANCING EGG.


Send for some eggs, and take care to place among them
one which has been emptied of its contents, and to which is

HOW

TO BECOME A MAGICIAN.

IT

fastened a long hair, at the other end of which is tied a


crooked pin. Borrow a small stick from one of the spectators,
and as you go behind your table contrive to hook the bent
pin into your coat, passing it over the stick. Then ptace the
egg on an inverted hat, and ask for some music, and directly
it begins to sound, a slight and imperceptible depression or
elevation of the stick will cause the egg to twist and roll about
upon it, as if it had life. You must be careful to turn gently
round now and then, so as apparently to vary the distance of
the egg from the body.

BELL AND SHOT.


Get a wooden bell made, so thick that there is a considerable space between the outer and inner surfaces, especially on
the upper part of the bell.
hollow must be cut in this, and
the handle so made, that when it is at rest, it is forced upwards by a spring, and draws up the round piece of wood to
which the clapper chain is attached, and closes the aperture.
You have a cardboard measure, which is of precisely the
same capacity as the cavity in the bell, and just wide enough to
hold a cent.
Into this you privately put a cent, and then fill
up the measure with shot, heaping it a little, to compensate
for the cent.
You make up a tale about a man going out
shooting, and ringing the bell of the gunmaker's shop.
(You
then ring your wooden bell.) How the man bought a measure full of shot for a cent (you pour the shot into the bell and
back again two or three times), but was so long haggling
over three shots that the gunmaker took away the shot (here
you again pour the shot into the bell, and by pressing on the
handle, allow them all to run into the hollow), and kept the
cent for his trouble.
The man went out of the shop, but soon
came in ae:ain, and rang furiously. (Here you again ring the
bell, which is now apparently empty, and invert the measure on
the table. The cent not being held by the finger and thumb
will now fall on the tablecloth.)
Then finish the story with an
account of the manner in which the man got back his cent.
When you have finished, invert the bell over the empty measure, and on pressing the handle, the shots will refill it.
Do
not touch it until you have done another trick or two, and
then, when you put the bell aside, ring it again, and remark
that the purchaser was a silly fellow after all, for here are his
shots in his measure.

THE FIRE-EATER.
If the young conjuror is desirous of appearing in the character of a fire-eater, it is very easily managed.
He must prepare a piece of thick string, by soaking it in a solution of

HOW

18

TO BECOME A MAGICIAN.

and then drying it. He cuts off a piece about an inch


iu length, lights one end, and wraps it up in a piece of tow
which he holds in his left hand. The trifling, smoke will be
concealed by a huge bundle of loose tow also carried in the
nitre,

left

hand.

He

takes a handful of tow in his right hand, puts

it

into his

mouth, chews it up, and appears to swallow it. He then


takes another handful, and with it the piece in which is the
string.
As he puts this into his mouth, he takes out the piece
which he has already chewed. By taking breath through the
nostrils, and breathing it out through the mouth, smoke begins to issue forth, and the whole interior of the mouth is soon
lighted up with a glow.
When the mouth is shut, and the
tow pressed together, the fire goes out, except the piece of
prepared string. More tow is then taken into the mouth, and
treated in the same manner.
In this short account of conjuring, I have purposely
avoided such tricks as require expensive apparatus. Such
apparatus is either entirely beyond a boy's reach, or at all
events he ought not to be encouraged in the notion of spending much money on objects of no real use. A boy of any ingenuity will make the greater part of the apparatus himself,
or at least he can do the painting and polishing of his machinery.

TRICKS WITH CARDS.


In accordance with the previous rule, the principal stress is
laid on card tricks that require no apparatus, and may be
performed with ordinary cards.

TO MAKE THE PASS.


"Making
This is a necessary beginning for card tricks.
the pass" is the technical term for shifting- either the top or
the bottom card to any place in the pack that you like. It is
almost impossible to describe it, and I can only say that it
will be learnt better in five minutes from a friend than in as
many hours from a book. As, however, a friend is not always to be found who can perform the pass, I will endeavor
to describe it.
The cards are held in both hands, right hand underneath
and left above, where, as the bottom card is to be raised to
the top, the little finger is inserted between tbat card and
those above it. By a quick movement of the right hand, the
bottom card is slipped away towards the left, and is placed

HOW

TO BECOME A MAGICUN.
under shadow of the

19

hand, which

is

moment to allow of its passage.


This movement must be assiduously practiced before it
exhibited in public, as nothing looks more awkward than

to

upon the top

card,

left

raised for the

is

see it clumsily performed, in which case two or three cards


generally tumble on the floor.

TO TELL A CARD BY ITS BACK.


While shuffling the pack cast a glance at the bottom card,
Continue to shuffle,
the pass, and bring it to the top.
and lay upon it by degrees as many cards aa you like, say
Then lay the pack on the table, face downwards, and disix.
vide it into seven heaps, beginning at the bottom, and leave
the seventh heap larger than any of the others.
When you have done this, take one card from the top of
the seventh heap, appear to calculate, and lay it, face upwards, on one of the other heaps. Do so with five more
cards, thus leaving your slipped card at the top of the seventh
heap. You tjjen announce that by the aid of the six cards

make

will name the seventh.


You name it accordingly, after
carefully studying the other cards, and on asking a spectator
to take it up, it will be seen that you are right.
If you place five cards above the slipped card, you will lay
out six heaps, and if eight cards, there will, of course, be

you

nine heaps.

THE CARD NAMED WITHOUT BEING SEEN.


As in the last trick, cast a glance at the bottom card, say
the ace of spades. Lay out the pack in as many heaps as
you like, noting where that one is laid which contains that
bottom card. Ask any one to take up the top card of any
heap, look at it, and replace it. You then gather up the
heaps apparently by chance, but you take care to put the
heap containing the bottom card upon the card which has
been chosen. You then give any one the cards to cut, and
on counting them over, the card that immediately follows the
ace of spades is the card chosen.
If by any accident the two cards should be separated when
cut, the upper card of the pack is the chosen one, and can be
picked out with seeming: care.

THE FOUR KINGS.


Take the four kings out of a pack of cards, and also two
other court cards, which are not to be shown. Spread out
the kings before the spectators, but conceal the two court
cards between the third and fourth kings. Lay the cards face
downwards on the table. Take ofl* the bottom card, which is
of course one of the kings; show it as if by accident, and place

HOW

20

TO BECOME A MAGICIAN.

on the top. Take the next card (which is one of the court
cards), and place that in the middle of the pack.
Take the
third card {i. e., the second court card), and place that also
near the middle of the pack. There will then be one king at
the top and three at the bottom. Ask any one to cut the
cards, and to examine them, when he will find all four kings
together in the middle of the pack.
It is better to use court cards to place between the third
and fourth kings, because if the cards should slip aside, they
would not be so readily distinguished as common cards.
it

AUDACITY.
may be

successfully played by sheer audacity.


party has been astonished by the performer holding
a pack of cards over his head, and naming each. The fact
was, that he was standing exactly opposite a large mirror, in
which the cards were reflected, while the spectators, having
their backs to the mirror, suspected nothing.
Here are one or two tricks that depend on audacity for suc-

Several tricks

A whole

cess.

THE CARD FOUND AT THE SECOND GUESS.


Offer the cards to

any one, and

let

him draw

one.

You

then hold the cards behind your back, and tell him to place
Pretend to make a great shuflaing, but
his card on the top.
only turn that card with its back to the others, still keeping it
Then hold up the cards with their faces towards
at the top.
the spectator, and ask him if the bottom card is his.
While
doing so, you inspect his card at your leisure. He of course
denies it, and you begin shuffling again furiously.
**Let me
do that," he will probably say; so, as you are perfectly acquainted with his card, you let him shuffle as much as he
likes, and then, when you get the cards back again, shuffle
Then pass them behind your
until his card is at the bottom.
back, make a ruffling noise with them, and show him his own
card at the bottom.

THE CARD FOUND UNDER THE HAT.


Have a needle stuck just inside your sleeve. Hand the
cards, &c., just as in the preceding trick, and tell the taker to
put the card on the top. Take out the needle, and prick a
hole nearly through the top Ze/^hand corner. Replace the
needle, shuffle the cards, or let any one shuffle them.
Place
the pack on the table, cover them with a hat, and the marked
card will be known by a little raised knob on the right'\\?Ln^
top corner. Draw out card by card, saying whether it is that
card or not, until you come to the marked one, which you
throw on the table carelessly, and when you are about taking

HOW

TO BECOME A MAGICIAN.

out another card, stop suddenly, and pretend to


magic process, that it is the chosen card.

21
find,

by some
^

TO CALL THE CARDS OUT OF THE PACK.


you will call six cards out of the
Secure a card say the ace of spades in the palm of
your hand. Throw the pack on the table, face downwards,
spread out the cards, give one of the spectators your conjuring
wand, and tell him, when you name a card, to touch one,
which you will take up.
He touches a card, which
First name the ace of spades.
you take up without showing the face of it. This card may
Put it into your left hand,
be, say the eight of diamonds.
and place it upon the ace of spades which is already there, so
Then call for the eight of
that the two look like one card.
diamonds. Another card is touched, say the queen of clubs.
This you put with the others, and, after pretending to calculate, call for the queen of clubs.
Proceed in this manner until six cards have been drawn.
Then substitute the last card drawn (which is, of course, a
wrong one) for the ace of spades, and conceal it in tde palm
of your hand.
Then strew the others on the table, and
while the eyes of the spectators are fixed upon them, get rid
of the card' in your left hand.
It is a good plan to ask some one to write down the names
of the cards as they are called, and then to have the list called
over, in order that every one may see that there has been no
mistake.
Tell the spectators that

pack.

HEADS AND

TAILS.

While you are shuffling the cards, contrive to arrange


quietly all their heads one way, or as many as possible, rejectmg all the diamonds except the king, queen, knave, and
seven, and passing them to the bottom. Put the pack upon the
table, take off a number of the upper cards, and ofler them
for some one to choose a card from.
While he is looking at
it, turn the cards round, and offer them to him, in order that
he may replace it. Shuffle the cards, and on looking them
over, the chosen card will be standing with its head one
way, while the others are reversed.

THE SURPRISE.
When you have

discovered a card, the following plan will


make a striking termination to the trick. Get the card to
the bottom of the pack, and tell one of the spectators to bold
the cards by one corner as tightly as he can. Give them a
sharp rap with your finger not with your hand and all the
cards will be struck out of his hold, and fall on the floor, ex-

HOW

22

TO BECOME A MAGICIAN.

ept the bottom card, which will remain between his fingei
and thumb, It has a rather more dashing effect, if you put
the chosen card at the top, and strike them upwards, wnen
the whole pack will fly about the room like a flock of butterflies, only leaving the top card iu the person's grasp.

THE REVOLUTION.
Another neat way of finishing a trick is as follows. Get
the card to the top of the pack; and taking care that all the
cards are even, drop the pack on the*floor, taking care, just as
you let go, to slip the top card a little off the rest of the pack.
In falling, the resistance of the air will turn the card over, and
it will rest with its face upwards on the top of the pack.

THE SLIPPED CARD.


Ascertain the bottom card of the pack; hold the cards in
your left hand, with their faces downwards. Place your right
hand upon them, and with your right fore-finger slide them
slowly over each other, asking some one to stop any card he
chooses, by putting his finger upon it. When he has done so
open the pack at that card, but while opiening it, make the
pass, and bring the bottom card under the one touched.
Hold up the cards, and ask the chooser to be sure of his card;
hand all the cards to him, and let him shuflae as much as be
Afterwards discover the card in any manner that
chooses.
you prefer. The following is a good plan.

THE NAILED CARD.


Take a flat-headed nail, and file it down until its point is as
sharp as a needle, and the head quite flat. The nail should
even shorter if anything.
be about half an inch long,
Pass the nail through the center of any card say the ace of
spades and conceal it in your left hand.
Take another pack of cards, get the ace of spades to the
bottom, and perform the preceding trick. When the cards
are returned, shuffle them about, and exchange the pierced
card for the other. Put the pierced card at the bottom of the
pack, and throw the cards violently against a door, when the
nail will be driven in by the pressure of the other cards against

its

head, ancj the chosen card will be seen nailed to the door.

The nail should be put through the face of the card, so that
when the others fail on the floor, it remains facing the spectators.

TO ASCERTAIN THE NUMBER OF POINTS ON THREE

UNSEEN CARDS.
In this amusement the ace counts eleven, the court cards ten
and the others according to the number of their spots.

each,

HOW
Ask any one

TO BECOME A MAGICIAN.

23

any three cards, and lay them on the


downwards. On each of these he must

to choose

table, with their faces

many

as with the number of the card will make


gives you the remaining cards, and when you
have them in your hand, you count them over on the pretense
of shuffling them, and by adding sixteen, you will have the
number of points on the three cards.
For example, the spectator chooses a four, an eigiht, and a
king.
On the four he places eleven cards, on the eight seven,
and on the king five. There will be then six cards left. Add
to these six sixteen, and the result will be twenty two, which
is the number of points on the three cards, the king counting
ten, added to the eight and the four.

place as
fifteen.

He

TO TELL THE NUMBERS ON TWO UNSEEN CARDS.


As in the preceding trick, the ace counts eleven, and the
court cards ten each.
Let the person who chooses the two
cards lay them on the table with their faces downward, and
place on each as many as will make their number twenty-five.
Take the remaining cards and count them, when they will
be found to be just as many as the points in the two cards.
For example, take an ace and a queen, i.e. eleven and ten,
and lay them on the table. On the ace you must put fourteen
There will be then fifteen
cards, and on the queen fifteen.
cards in one heap and sixteen in the other; these added together make thirty-one cards; these subtracted from the
number of cards in the pack, i.e. fifty-two, leave twenty-one,
the joint number of the ace and the queen.

THE PAIRS RE-PAIRED.


in pairs, and ask ten people to take a
remember them. Take up the pairs in their
them on the table in order, accordmg to the
accompanying table, which forms a memoria technica, and
may be construed. Mutus gave a name to the Coci Ca people
who have yet to be discovered).

Tell out

twenty cards

pair each, and


order, and lay

U
12
D
E

N
8

C
10
(1)

The figures represent the

M belongs to the first pair.

SI
4

2
I
7

I
7

T
3

16

10
pairs, i.e.

tlie

4
1

under

M signifies

that

HOW

24

TO BECOME A MAGICIAN.

Arranging these words

your mind on the table, take the


it on m in Mutus, and the second
on the M in Nomen. The next pair goes entirely in Mutus,
being two u's. The first card of the second pair goes on t in
Mutus, and the second on t in Dedit; and so on until all the
first

card of the

first pair,

in

lay

cards are laid in their places.


Ask each person in succession in which rows his cards are,
and you can immediately point them out. For example, if he
says the second and third row, you point out the second and
fourth cards in those rows, because they both represent the
letter e.
If another says the first and last rows, you point
out the last card in each, because the cards represent s in
Mutus and s in Cocis. It will be seen that the whole table
consists of ten letters, each repeated.

THE QUEEN DIGGING FOR DIAMONDS.


Select from a pack the aces, kings, queens, and knaves,
together with four common cards of each suit. Lay down the
four queens in a row, and say, ** Here are four queens going
{Lay a common diamond over each
to dig for diamonds.
queen.) They each took a spade with them {place a common

each diamond) and dug until ihey were nearly


Their four kings, thinking that they might be attacked
by robbers, sent four soldiers to keep guard. {Lay an ace on
each spade.) Evening came, and the queens had not returned, so the kings, fearing that they might have come to
harm, became uneasy and set off themselves. {Place a king
on each ace.) They were only just in time, for as they came
along, they met their queens being carried off by four villains
(lay a knave on each king), who, although only armed with
clubs {place a common club on each knave)^ had overpowered the guards and driven them off. But the four kings,
being possessed of bold hearts {lay a common heart over each
king), soon vanquished the villains, and bound them."
Gather up the cards, place the heaps upon each other and
Have them cut four or five
direct some one to cut them.
times, and continue to do so until a common heart appears at
Then continue the tale, and sa5^ " The party
the bottom.
then returned home in the following order. First the queen
{lay down the top card) with the diamonds which she had
found {lay down the second card, which will be a diamond)
in one hand, and her spade {the third card will be a spaded in
the other, etc., etc." You continue dealing out the cards in
that manner, and it will be found that they will be in precisely
the same order as when they were taken up.

spade

071

tired.

THE TRIPLE DEAL.


Take any twenty-one

cards,

and ask some one to choose one

HOW TO BECOME A

MAGICIAN.

25

from them. Lay them out in three heaps, and ask the person
who took the card in which heap it is. You may turn your
back while he searches. Gather them up and put that heap
between the other two. Do this twice more, and the chosen
card will always be the eleventh from the top.

THE QUADRUPLE DEAL.


Take twenty-four
This is a variation of the preceding.
Act as in the triple deal,
cards, and lay them in four heaps.
The
putting the heap in which is the chosen card second.
tenth card will be the one thought of.

THE CONFEDERATE

COIN.

Put some wax on a dime, and stick it to the under edge of


a table without a cover. Then borrow a d.me from one of
the company, and, turning up your cuffs and opening your
fingers widely, to show that you have not another concealed,
rub it quickly backward and forward on the table with your
right hand, holding your left under the edge of the table to
catch it. After two or three feigned unsuccessful attempts
to accomplish your object, you loosen the concealed coin with
the tips of the fingers of the left hand, and at the same time
sweep the borrowed dime into it. Rub them together for a
few seconds, and then throw them both upon the table.
'

TO MAKE TOUCH-PAPER.
Dissolve in some spirits of wine or vinegar a little saltpeter; then take some purple or blue paper, wet it with the
above liquor, and when dry it will be fit for use. When you
paste this paper on any of your works, take care that the
paste does not touch that part which is to burn. The method
of using this paper is by cutting it into slips long enough to
go once around the mouth of the serpent, cracker, etc.
When you paste on these slips, leave a little above the mouth
of the case not pasted, then prime the case with meal powder, and twist the paper to a point.

MAGIC BOXES.
Have seven or eight boxes of box-wood, turned of such dimensions that the smallest will contain a coin, or a ring, and
that they will shut and fit one inside the other.
Observe that
they must close easily, and that all the boxes successively

may fit into the largest, while the largest lid, also, may contain all the smaller ones.
The bottoms and fids being then inserted one in another,
from the smallest to the largest, you may, taking up all the
lids together, and keeping them up by the aid of the finger.

HOW

26

TO BECOME A MAGICIAN.

place them at once on the nest of boxes, and close the whole
by a single movement, as easily as if there had been but one.
Having put the boxes and lids thus arranged into your
pocket, or conjuror's bag, in such a manner that they cannot
be displaced, you will ask for a ring or coin from one of the
company, taking care to have a similar one by you, concealed
in your hand, which you will adroitly substitute for the one
Feeling then in your pocket, apparently for your handlent.
kerchief, or snuff-box, you place the ring or coin rapidly in the
smallest box, and immediately shut the whole nest. Then
drawing the box out of your pocket, you propose to make the
trinket or coin pass into it, it being supposed that you are
holding it in the fingers of the other hand. Pretend to make
Then tell the
it pass into the box, concealing it quickly.
person who lent it, to open the box himself and remove his
This will cause him the more surprise, that, befng
property.
able to open the boxes only one at a time, he will not be able
to imagine, although aware that it is only a trick of sleight
of hand, how, in so short a space of time, you were able to
open and shut so many boxes.

TO MAKE SQUIBS AND SERPENTS.


make

the cases of about six inches in length, by rolling slips of stout cartridge paper three times around a roller,
and pasting the last fold, tying it near the bottom as tight as
possible, and making it air-tight at the end with sealing-wax.
Then take of gunpowder half a pound, charcoal one ounce,
brimstone one ounce, and steel filings half an ounce, or in
like proportion; grind them with a muller or pound them in
a mortar. Your cases being very dry and ready, first put a
thimbleful of your powder, and ram it hard down with a
ruler; then fill the case to the top with the aforesaid mixture,
ramming it hard down in the course of filling two or three
times; when this is done, point it with touch paper, which
should be pasted on that part which touches the case, otherwise it is liable to drop off.
First

TO MAKE CRACKERS.
Cut some stout cartridge paper into pieces three inches and
a half broad, and one foot long; fold down one edge of each
of these pieces lengthwise, about three-quarters of an inch
broad; then fold the double ed.2:e down a quarter of an inch,
and turn the single edge back half over the double fold.
Open it and lay all' along the channel which is formed by the
folding of the paper some meal powder; then fold it over and
over till the paper is doubled up, rubbing it down every turn
this

being done, bend

it

backwards and forwards two

inchei^

HOW TO BECOME A MAGIOUN.


and a

half or thereabouts,

at a time,

2T

as often as the paper

Hold all these folds flat and close, and with a


small pmching cord give one turn around the middle of the
will allow.

cracker, and pinch it close bind it with pack-thread as tight


as you can then, in the place where it was pinched, prime
one end, and cap it with touch paper. When these crackers
are tired, they will give a report at every turn of the paper if
you would have a great number of bounces you must cut the
paper longer, or join them after they are made; but if they
are made very long before they are pinched, you must have a
piece of wood with a groove in it, deep enough to let in half
the cracker; this will hold it straight while it is pinching.
;

THE MANNER OF MAKING A RING CHANGE HANDS,


AND PASS ON TO ANY FINGER YOU PLEASE OF
THE OPPOSITE HAND.
You will ask some one among the audience to lend you a
gold ring, begging him, at the same time, to mark it, that he
may be able to recognize it again.
On your side you will take good care to have a gold ring,
which you will fasten by a small piece of catgut to a watchsewed into the left-hand cuff of your coat.
With the right hand take the ring that has been lent to you;
then dexterously take hold of the ring, inside your cuff, attached to the watch-spring, and slip to the ends of the fingers
of your left hand, unperceived by any one; during this operation you will conceal the borrowed ring in the fingers of your
right hand, and will put it on a hook fastened on your pants,
near your hip, and concealed by your coat; then you will exhibit the ring you have had concealed in the left hand, and
ask the company on what finger of the other hand they desire
spring,

it

to pass.

While asking this question and receiving the answer, 5^ou


put your finger on the little hook, and let the ring slip on it.
at the same instant letting go the other ring by opening the
fingers.
The spring being no longer forcibly expanded, will
contract and draw back the ring under the cuff, without its
being perceived by any one, even those who may be holding
your arms, who, being desirous only of preventing your hands

from touching each other,


for all the
be rapid,
foot.

will afford j^ou

sufficient

freedom

movements you require. These movements should


and always accompanied by a stamping of the

After this operation, you will exhibit to the company the


ring which has found its way to the other hand, and prove to
them by the mark on it that it is actually the same one.
Much address, and great rapidity of movement are neces-

HOW TO BECOME A

28

MAGICIAN.

sary in order to succeed in performing this amusing trick so


that no one may suspect your imposition.

TO BREAK A STICK PLACED ON TWO GLASSES

WITHOUT BREAKING THE GLASSES.


The sticlc intended to be broken must neither be thick nor
rest with any great hold on the two glasses.
Both its extremities must taper to a point, and should be of as uniform
a size as possible, in order that the center of gravity may be
more easily known. The stick must be placed resting on the
edges of the glasses, which ought to be perfectly level, that
the stick may remain horizontal, and not inclined to one side
more than another. Care also must be taken that the points
only shall rest lightly on the edge of each glass. If a speedy
and smart blow, but proportioned, as far as can be judged,
to the size of the stick and the distance of the glasses, be then
given to it in the middle, it will break in two, without either
of the glasses being injured.

MAGICAL TRANSMUTATIONS.
Infuse a few shavings of logwood in common water, and
liquor is sufficiently red pour it into a bottle.
Theu
take three drinking glasses, and rinse one of them with strong
vinegar; throw into the second a small quantity of pounded
alum, which will not be observed if the glass has been washed,
and leave the third without any preparation. If the red liquor
in the bottle be poured into the tirst glass, it will appear of a
straw color if the second it will pass gradually from a bluish
gray to black, when stirred with a key or any piece of iron,
which has been previously dipped in strong vinegar. In the
third glass, the red liquor will assume a violet tint.

when the

THE RING AND THE HANDKERCHIEF.


Previously provide yourself with a piece of brass wire,
pointed at both ends and bent round so as to form a rine;
about the size of a wedding-ring, which conceal in your hand;
then commence your performance by borrowing from a gentleman a silk pocket-handkerchief, and from a lady a wedding-rins:; request some person to hold two of the corners of
the handkerchief, and another to hold the other two, keeping
You next exhibit the weddmg-ring to
them at full stretch.
the company, and announce to them that you will make it
pass throu2:h the handkerchief. Then place your hand under
the handkerchief, and substituting the false ring which you
had previously concealed, press it against the center of the
handkerchief, and desire a third person to take hold of the

HOW

TO BECOME A MAGICIAN.

39

under a glass, which you warm with your hands. At last,


after an interval of a few seconds, you remove the handkerchief^to fold it; every one recognizes the mark, and the audience are amazed not to find the slightest tear in it.
This operation, which has produced so general a deception,
You have an understanding with some one m
is very simple.
the company, who, having two handkerchiefs precisely similar, has already given one to the confederate behind the curtain and throws the other on the stage for the performance of
You manage that this one shall lie at the top of the
the trick.
The
others, although pretending to mingle them by chance.
person to whom you apply to select one naturally takes the
uppermost. You beg him to turn them topsy-turvy, pretending to make the trick more difficult, and having done so yourYou address some
self, to replace at the top the one required.
one more good-natured and less clear-sighted, who will naturally take the one most easily got at.
When the handkerchief has been torn and folded, you put it
under a glass, on a table, near a partition (or near the curtain).
A small trap, beneath which is a drawer to receive the
handkerchief, is on the spot on which you place the glass.
The confederate, concealed behind the curtain, puts his arm
under the table, to exchange the one handkerchief for the
other.
He then closes the trap, which, fitting exactly the hole
it covers, only appears to be part of the table top, and thus
deceives the most incredulous and clear-sighted of the spectators.

A WATCH POUNDED

IN A MORTAR.
You request some one of the company to lend you a watch,
and put it immediately into a mortar; a few moments afterwards *you cause it to be pounded, by another person, with a
pestle; you exhibit the wheels, face,* mainspring, and drumbarrel broken and smashed; and finally, after a few minutes,
you return the watch, whole aLd safe, to the proprietor, who
recosrnizes

it.

After all that we have said, it will easily be perceived that


the mortar must be placed near the trap in the table of which
we spoke in the last trick, and covered with a napkin, in order
that the confederate may substitute another watch.
To produce a complete illusion in this case, you must take
care to put in the mortar a second watch, the hands, works
and case of which should, in some degree, resemble those of
the borrowed one. And this is by no means difficult; for you
can either have an understanding with the person lending the
watch, or you may manage to ask the loan of some one whom
you have seen elsewhere, and whose watch you may have had
an opportunity of examining shortly before, with a view of
procuring a similar one.

HOW

40

TO BECOME A MAGICIAN.

After replacing the fragments in the mortar, cover them a


second time with the napkin, and amuse the company with a
riddle or conundrum, or by some other tricks, to give your
partner time to collect all the bits, and replace the perfect

watch

in the mortar.

TO MELT A PIECE OF MONEY IN A WALNUT SHELL,


WITHOUT INJURING THE SHELL.
Bend any thin coin, and put it into half a walnut shell;
place the shell on a little sand to keep it steady. Then fill
the shell with a mixture made of three parts of very dry
pounded niter, one part of flowers of sulphur, and a little
sawdust well sifted. If you then set a light to the mixture,
you wiU find, when it is melted, that the metal will also be
melted at the bottom of the shell, in the form of a button,
which will become hard when the burning matter around it
is consumed
the shell will have sustained very little injury.
;

THE HYDRAULIC DANCER.


of cork, which you may dress as
this figure place a small, hollow
cone, made of thin leaf brass.
When the figure is placed on a jet d'eau, that plays in a
perpendicular direction, it will be suspended on the top of
the water, and perform a great variety of amusing motions.
If a hollow ball of very thin copper, of an inch in diameter,
be placed on a similar jet, it will remain suspended, turning

Procure a little figure


your fancy dictates. In

around, and spreading the water

all

about

it.

THE FIERY FOUNTAIN.


If twenty grains of phosphorus, cut very small and mixed
with forty grains of powder of zinc, be put into four drachms
of water, and two drachms of concentrated sulphuric acid be
added thereto, bubbles of inflamed phosphorated hydrogen
gas will quickly cover the whole surface of the fluid in succession, forming a real fountain of fire.

A PERSON HAVING PUT A RING ON ONE OF HIS


FINGERS, TO NAME THE PERSON, THE HAND,
THE FINGER, AND THE JOINT ON WHICH IT IS
PLACED.
Let a third person double the number of the order in which
he stands who has the ring, and add 5 to that number; then
multiply that sum by 5, and to the product add 10. Let him
next add 1 to the last number if the ring be on the right
hand, and 2, if on the left, and multiply the whole by 10 to
the product of this he must add the number of the finger
;

HOW

TO BECOME A MAGICIAN.

41

(counting the thumb as the first finger), and multiply the


10.
Let him then add the number of the
joint, and, lastly, to the whole join 35.
He is then to tell you the amount of the whole, from which
you are to subtract 3,'535, and the remainder will consist of four
figures, the first of which will express the rank in which the
person stands the second the hand (number 1 signifying the
the third number the finger, and the
right, and 2 the left)

whole again by

For example:
fourth the joint.
Suppose the person who stands the third in order has put the
ring upon the second joint of the thumb of his left hand,
then:
The double of the rank of
To which add

the third person is

6
5

11

Multiply the

sum by

To which add

And

the

10

number

of the left

hand

67
10

Which being multiplied by


To which add the number of the thumb

And

671
10

multiply again by

Then add the number of the

And

lastly,

the

6710
2
35

joint

number

6747
3535

From which deducting


The remainder
the 2 the left

3212

is

Of which, as we have

"ero
1

denotes the third person,


hand, the 1 the thumb, and the last 2 the secsaid, the 3

ond joint.

TO CONSTRUCT PAPER BALLOONS.


of silk paper cut them in the shape of
speak more familiarly, like the coverings of
the sections of an orange; join these pieces together into one
spherical or globular body, and border the aperture with a
ribbon, leaving the ends that you may suspend from it the
following lamp:
Construct a small basket of very tine wire, if the balloon is
small, and suspend it from the aperture, so that the smoke

Take several sheets

a spindle,

or, to

HOW

42

TO BECOME A MAGICIAN.

from tho flame of a few leaves of paper, wrapped together,


and dipped in oil, may heat the inside of it. Before yon light
this paper, suspend the balloon in such a manner that it may,
in a great measure, be exhausted of air, and as soon as it has
been dilated, let it go, together with the wire basket, which
will serve as ballast

THE MAGIC BOTTLE.


Take a small bottle, the neck of which is not more than the
sixth of an inch in diameter.
With a funnel, fill the bottle
quite full of red wine, and place it in a glass vessel, similar
to a show-glass, whose height exceeds that of the bottle
about two inches; fill this vessel with water. The wine will
shortly come out of the bottle, and rise in the form of a small
column to the surface of the water; while, at the same time,
the water entering the bottle will supply the place of the
wine. The reason of this is, that as water is specifically
heavier than wine, it must hold the lower place, while the
other rises to the top.
An efi'ect equally pleasing will be produced if the bottle be
filled with water and the vessel with wine.

THE WINE TRICK.


from the vessel which contains eight gallons, and is
wine, let five gallons be poured in the empty vessel of
five, and from this vessel so filled let three be poured into the
empty vessel of three, so there will remain two gallons within
Then let three gallons, which are within
the vessel of five.
the vessel of three be poured into the vessel of eight, which
that done, let the two
will now have six gallons within it
gallons which are in the vessel of five be put into an empty
vessel of three; then of the six gallons of wine which are within the vessel of eight, fill again the five, and from those five
pour one gallon into the vessel of three, which wanted only one
gallon to fill it, so there will remain exactly four gallons
within the vessel of five, and four gallons within the other
two vessels. This question may be resplved in another way,
but I leave that as an exercise to the wit of
readers.
First,

full of

TO DISCOVER WHICH NUMBERS HAVE BEEN


CHOSEN.
Suppose you have propounded unto Peter and John two
numbers, the one even and the other odd, as ten and nine,
and that each of those persons is to choose one of the said
numbers unknown to you. Now to discover which number
each person shall have chosen, you must take two numbers,

HOW

TO BECOME A MAGICIAN.

43

the one eveu and the other odd, as two and three; then bid
Peter multiply that number which he shall have chosen by
two, and cause John to multiply that number which he shall
have chosen by three; that done, bid them add the two products together, and let them make known the sum to you, or
else demand of them whether the said sum be even or odd, or
by any other way more secret endeavor to discover it, by bidding them to take the half of the said sum, for by knowing
whether the said sum be even or odd, you do obtam the principal end to be aimed at; because if the said sura be an even
number, then infallibly he that multiplied his number by your
odd number (to wit: by three), did choose the even number
(to wit; ten), but if the said number happen to be an odd
number, then he whom 5^ou caused to multiply his number
by your odd number (to wit: by three), did infallibly choose
the odd number (to wit: nine).

THE GLOBULAR FOUNTAIN.


Make a hollow globe

of copper or lead, and of a size


adapted to the quantity of water that comes from a pipe
(hereafter mentioned) to which it is to be fixed, and which
may be fastened to any kind of pump, provided it be so constructed that the water shall have no other means of escape
than through the pipe. Pierce a number of small holes
through the globe, that all tend toward its center, and annex
it to the pipe that communicates with the pump.
The water
that comes from the pump, rushing with violence into the
globe, will be forced out at the holes, and form a very pleasing sphere of water.

THE WATER SUN.


Provide two portions of a hollow sphere that are very shallow; join them together in such a manner that the hollow between them be very narrow. Fix them vertically to a pipe
from whence a jet proceeds. Bore a number of small holes
all around that part where the two pieces are joined together.
The water rushing through the holes will form a very pleasing
water sun or star.

TO CAUSE A BRILLIANT EXPLOSION UNDER WATER.


Drop a piece of phosphorus, the size of a pea, into a tumbler of hot water: and, from a bladder furnished with a stopcock, force a stream of oxygen directly upon it.
This will
afibrd a most brilliant combustion under water.

THE MAGICAL MIRRORS.


Make two holes in the wainscot of a room, each a foot high
and ten inches wide, and about a foot distant from each other.

44

HOW

TO BECOME A MAGICIAN.

Let these apertures be about the height of a man's head, and


each of them place a transparent glass in a frame, like a

in

common

mirror.

Behind the partition, and directly facing each aperture,


place two mirrors inclosed in the wainscot, in an angle
of forty-five degrees.
These mirrors are each to be eighteen inches squares, and all the space between must be inclosed
with pasteboard painted black, and well closed that no light
can enter; let there be also two curtains to cover them, which

you may draw

aside at pleasure.

When

a person looks into one of these fictitious mirrors, instead of seeing his own face, he will see the object that is in
front of the other; thus, if two persons stand at the same time
before these mirrors, instead of each seeing himself, they will
reciprocally see each other.
There should be a sconce with a lighted candle placed on
each side of the two glasses in the wainscot, to enlighten the
faces of the persons who look in them, or ihe experiment will
not have so remarkable an eff'ect.

TO MAKE LIQUID STEEL.


Heat a piece of steel in the fire to redness take it, with one
hand, out with a pair of pincers; then with the other hand,
present a piece of stick sulphur to the steel as soon as they
touch, you will perceive the steel flow like a liquid.
;

TO CHANGE THE COLOR OF A BIRD OR FLOWER.


To accomplish this metamorphosis, it is necessary to have
earthen vases which have little edges or rims near their
mouths, and should be of a size sufficiently large to hold suspended the bird or flower which you intend placing in them.
You should likewise be provided with stoppers of cork, of a
diameter equal to that of their mouths. To make an experiment upon some bird, it is necessary to commence by making
a hole in the s^^opper sufficiently large to contain the neck of
This done, you divide the
the bird without strangling it.
diameter of the stopperinto two equal parts, so as to facilitate
the placing of it around the neck without doing injury to the
bird.
The two parts being brought together, you place at the
bottom of the vase an ounce of quicklime, and beneath that a
quarter of an ounce of sal ammoniac. When you perceive the
efiervescence commence to'take place, you promptly insert the
stopper, to which the bird is attached, leaving the neck outside.
The plumage of the body, exposed to this effervescent
vapor, will become impregnated with the various colors produced by this chemical combination. Remove the stopper
and the bird, and you will perceive its feathers charged with

HOW TO BECOME A

MAGICIAN.

45

Two or three minutes serve to produce this


divers shades.
effect, for you run the risk of stifling the bird, if exposed for
any length of time to this vapor. In experimenting upon a
flower, the hole in the stopper need only be large enough to
hold the stem, which serves to suspend it in the air during the
operation, which will be completed in one or two minutes.

MAGIC PICTURES ALTERNATELY REPRESENTING

SUMMER AND WINTER.


Paint a landscape upon drawing-paper, coloring the earth,
trunks of trees, hmbs, etc. with their appropriate hues. But
brush over the foliage, leaves, grass, etc., with the liquid
hereafter described, and you will have a picture, at an ordinary temperature, utterly devoid of anything green. Heat it
sufliciently, but not too much, and you will perceive the
trees, leaves, and other foliage, assume a summer green, or
,

rather that of early spring.


The liquid used is a dissolution in aqua regia of zafler,
which can be had at any druggist's that is to say, the
metallic earth of cobalt, which colors the zafl'er blue.
You
temper this dissolution, which is very caustic, with common
water, and with it you color the foliage of the landscape.

The

design,

wherever

it

when

cold,

is

invisible; but
liquid,

has been touched by this

exposed to heat,
it

becomes green.

THE MAGIC FLASK.


bottle; put in it some volatile alkali, in which
has been dissolved copper tilings, which will produce a blue
color.
Give this flask to some one to cork up, while indulging in some pleasantry, and then call the attention of the
company to the liquid, when, to their astonishment, they find
that the color has disappeared as soon as it was corked.
You
can cause it to reappear by simply taking out the stopper,
and this change will appear equally astonishing.

Take a glass

SCRAP OR BLOWING BOOK.


Take a book seven inches long, and about five inches broad,
and let there be 49 leaves that is, seven times seven contained therein, so as you may cut upon the edges of each leaf
six notches, each in depth of a quarter of an inch, with a
gouge made for that purpose, and let them be one inch distant; paint every thirteenth or fourteenth page, which is the
end of every sixth leaf and beginning of every seventh, with

colors or pictures; cut oft* with a pair of scissors every


notch of the first leaf, leaving one inch of paper, which will
remain half a quarter of an inch above that leaf; leave another
like inch in the second part of the second leaf, clipping away
an inch of paper in the highest place above it, and all notches
like

HOW

46

TO BECOME A MAGICIAN.

below the same, and orderly to the third and fourth, and so
there shall rest upon each leaf only one nicfe of paper above
the rest, one high uncut, an inch of paper must answer to the
first directly, so as when you have cut the first seven leaves
in such a manner as described, you are to begin the selfsame
order at the eighth leaf, descending the same manner to the
cutting other seven leaves to twenty-one, until you have
passed through every leaf all the thickness of your book.

TO KEEP

A STONE

IN

PERPETUAL MOTION.

Put very small filino:s of iron into aquafortis, and let them
remain there until the water takes off the iron requisite,
which it will do in seven or eight hours. Then take the water
and put it into a vial an inch wide, with a large mouth, and
put in a stone of lapis calaminaris, and stop it up close; the
stone will then keep in perpetual motion.

HOW

TO CUT A MAN^S HEAD OFF, AND PUT

A PLATTER A YARD FROM

IT IN

HIS BODY.

This is a curious performance, if it be handled by a skillful


hand. To show this feat of execution, you must cause a
board, a cloth, and a platter to be purposely made, and in
each of them to be made holes fit for a person's neck; the
board must be made of two planks, the longer and broader
the better; there must be left within half a yard of the end of
each plank half a hole, so as both planl^ being thrust
together, there may remain two holes, like holes in a pair of
stocks; there must be made likewise a hole in the cloth; a
platter also must be set directly over or upon one of them,
having a hole in the middle thereof, of the like quantity, and
also a piece cut off the same, as big as his neck, through
which his head may be conveyed into the middle of the platter, and then sitting or kneeling under the board, let the head
only remain upon the board, in the frame. Then, to make
the sight more striking, put a little brimstone into a chafing
dish of coals, setting it before the head of the boy, who must
gasp two or three times, so as the smoke may enter his nostrils and mouth, which is not unwholesome, and the head
presently will appear stark dead, if the boy act his countenance accordingly and if a little blood be sprinkled on his face
the sight will be stranger.
This is commonly practiced with
a boy instructed for that purpose, who, being familiar and
conversant with company, may be known as well by his face
as his apparel.
In the other end of the table, where the like
hole is made, another boy of the bigness of the known boy
must be placed, having on his usual apparel he must lean
or lie upon the board, and must put his head under it through
;

HOW

TO BECOME A MAGICIAK.

4t

the side hole, so as the body shall seem to lie on the end of
the board, and his head lie in a platter on the other end.
There are other things which might be performed in this
action, the more to astonish the beholders, which, because
they require long descriptions, are here omitted as to put
about his neck a little dough kneaded with bullock's blood,
which, being cold, will appear like dead flesh, and being
pricked with a sharp round, hollow quill, will bleed and seem
very strange; and many rules are to be observed herein, as
to leave the table-cloth so long and so wide as it may alniQ^t
reach the ground.
;

ICE

MADE

IN

A RED-HOT

VESSEL,

Take a platinum cup and heat it red-hot in it pour a


small quantity of water; then the same quantity of sulphuric
acid; a sudden evaporation will ensue; then invert the cup
and a small mass of ice will drop out. The principle is this
sulphuric acid has the property of boiling water when it is at
a temperature below the freezing point, and when poured in
a heated vessel the suddenness of the evaporation occasions a
degree of cold sufficient to freeze water.
Liquid carbonic acid takes a high position for its freezing
qualities.
In drawing this curious liquid from its powerful
reservoirs it evaporates so rapidly as to freeze, and it is then
a light porous mass like snow.
If a small quantity of this is
drenched with ether the degree of cold produced is even
more intolerable to the touch than boiling water. A drop or
two of this mixture produces a blister, just as if the skin had
been burned. It will freeze mercury in five to ten minutes.
;

MAGICAL COLORS.
Pat half a tablespoonful of syrup of violets and three
tablespoonfuls of water into a glass, stir tLem well together
with a stick, and put half the mixture into another glass. If
you add a few drops of acid of vitriol into one" of the
glasses, and stir it, it will be changed into a crimson.
Put a
few drops of mixed alkali dissolved into another glass, and
wne^j you stir it it will change to green.
If you drop slowly
into the green liquor from the side of the glass a few drops of
arid of vitriol you will perceive crimson at the bottom, purpie in the middle, and green at the top ; and by adding a little
fixing alkali dissolved to the other glass, the same colors will
appear

in diflferent order.

FREEZING WITH LIQUID.


Ether poured upon a gl^s tube

in

a thin stream,

will

evap-

48

HOW

orate and cool

may

it

TO BECOME A MAGICIAN.

to such a degree that water contained in

it

be frozen.

INVISIBLE INK.
Dissolve green vitriol and a little nitrous acid in common
water. Write your characters with a new pen.
Next infuse small Aleppo galls, slightly bruised in water.
In two or three days pour the liquor ott*.
By drawing a pencil dipped in this second solution over the
characters written with the first, they will appear a beautiful
black.

THE MAGICAL TEASPOON.


Put into a crucible four ounces of bismuth, and when in a
state of fusion throw in two ounces and a half of lead, and
one ounce and a half of tin these metals will combine, forming an alloy, fusible in boiling water. Mold the alloy into
bars, and take them to a silversmith's to be made into teaGive one to a stranger to stir his tea, as soon as it
-spoons.
he will be not a little surprised to
'is poured from the tea-pot
find it melt in his tea-cup.
;

INVISIBLE CORRESPONDENCE.
Mix up some hog's lard very intimately with a little Venice
turpentine, and rub a small portion of it gently and in an
equal manner over thin paper, by means of a piece of fine
sponge. When you are desirous to employ this preparation
for writing secretly to a friend, lay the above paper on that
you intend to dispatch, and trace out whatever you think
proper with a blunted style, by which means the fat substance
will adhere to the second paper in all those places the style
has passed. The person who receives the letter may easily
render it legible by sprinkling over it a little colored dust,
or some pounded charcoal well sifted.

BEAUTIFUL ORNAMENT FOR A ROOM.


Dissolve in seven different tumblers, containing warm
water, half ounces of sulphates of iron, copper, zinc, soda,
Pour them all, when comalumine, magn*^sia, and potass.
pletely dissolved, into a large evaporating dish of Wedgwood
ware, and stir the whole with a glass rod place the dish in a
warm place, where it cannot be affected by dust, or where it
may not be agitated. When due evaporation has taken place,
These will
the whole will begin to shoot out into crystals.
among
crystals
single
and
groups
small
in
be interspersed
each other. Their color and peculiar form of crystallization
will distinguish each crystal separately, and the whole to;

HOW

TO BECOME A MAGICIAN.

49

gether, remaining in the respective places where they were


deposited, will display a very, curious and pleasing appearPreserve it carefully from dust.
ance.

TO MAKE FIRE BOTTLES,


The phosphoric fire bottles may be prepared in the following manner: Take a small vial of very thin glass, heat it
gradually in a ladleful of sand, and introduce into it a few
grains of phosphorus; let the vial be then left undisturbed for
a few minutes, and proceed in this manner till the vial is full.
Another method of preparing this phosphoric bottle consists
in heating two parts of phosphorus and one of lime, placed in
layers, in a loosely stoppered vial for about half an hour or
put a little phosphorus into a small vial, heat the vial in a
ladleful of sand, and when the phosphorus is melted, turn it
around, so that the phosphorus may adhere to the sides of the
To use this bottle, take a comvial, and then cork it closely.
mon brimstone match, introduce its point into the bottle, so
as to cause a minute quantity of its contents to adhere to it.
If the match be rubbed on a common bottle cork, it will instantly take fire.
Care should be taken not t,o use the same
match a second time immediately, or while it is hot, as it
would infallibly set fire to the phosphorus in the bottle.
;

CURIOUS GAMES WITH CARDS.


By which Fortunes are told in a singular and most diverting
manner,

LOVERS' HEARTS.
Four young persons, but not more, may play at this game;
or three, by making a dumb hand, or sleeping partner, as at
whist.
Play this game exactly the same in every game, making the queen, whom you call Venus above ace, the aces in
this game only standing for one, and hearts must be first led
ofl" by the person next the dealer.
He or she who gets most
tricks this way (each taking up their osvn, and no partnership) will have most lovers, and the king and queen of hearts
in one hand shows matrimony at hand; but woe to the unlucky one that gets no tricks at the deal, or does not hold a
heart in their hand, they will be unfortunate in love, and long
tarry before they marry.

CUPID AND HYMEN.


Three are enough for this game, the nines, the threes, and
the aces; deal them equally; those
friends; queens are rivals; knaves,

who hold

kings,

hold

shame; knave alone,

HOW

60

TO BECOME A MAGICIAN.

sorrow two together, shows a


a king alone is in her hand with Iho
aces, she stands a good chance; but if a queen is with him,
she will never marry the father; the nine of hearts gives the
wish that you have most at heart; the nine of diamonds,
money; and the nine of clubs, a new gown or coat; but the
nine of spades is sorrow. A queen and a knave in one hand,
bids fair for a secret intrigue.
lover three, surprises
child before marriage;
;

ace,

if

HYMEN'S LOTTERY.
Let each one present deposit any sum agreed on, but of
course some trifle; put a complete pack of cards, well shufLet the party stand in a circle,
fled, in a bag or reticule.
and the bag being handed around, each draw three. Pairs of
any are favorable omens of some good fortune about to occur
to the party, and gets from the pool the sum back each
agreed to pay. The king of hearts is here made the god of
love, and claims double, and gives a faithful swain to the fair
one who has the good fortune to draw him; if Venus, the
queen of hearts, is with him, it is the conquering prize, and
clears the pool fives and nines are reckoned crosses and
misfortunes, and pay a forfeit of the sum agreed on to the
pool, besides the usual stipend at each new game; three
nines at one draw shows the lady will be an old maid three
fives a bad husband.
;,.

MATRIMONY.
young women stana in a circle, and
of a bag; she who gets the highest card out,
will be married first of the company, whether she be at the
Let

three, five

or seven

draw a card out

present time maid, wife, or widow; and she who has the lowest has the longest time to stay ere the sun shines on her
wedding-day; she who draws the ace of spades will never
bear the name of wife; and she who has the nine of hearts in
this trial will have one lover too many to her sorrow.

CUPID'S PASTIME.
By this game you may amuse yourself and friends, and at
the same time learn some curious particulars of your future
and though apparently a simple, yet it is a sure method,
as several young persons have acknowledged to the sybil who
first presented them with the rules.
Several may play at the game, it requiring no number, on
leaving out nine on their board, not exposed to view; each
person puts a halfpenny in the pool, and the dealer double.
The ace of diamonds is made principal, and takes all the other
aces, etc., like Pamat Loo; twos and threes in your hand are
luck; four, a continuance in your, present state; fives.

fate;

HOW
trouble;

sixes,

TO BECOME A MAGICIA:^.

profit;

sevens,

plague;

eight,

51
disappoint-

ments; nines, surprises; tens, settlement; knaves, sweethearts; kings and queens, friends and acquaintances; ace of
spades, death; ace of clubs, a letter and the ace of diamonds,
;

with the ten of hearts, marriage.


The ace of diamonds being played first, or if it be not cut,
the dealer calls for the queen of hearts, which takes next; if
the ace be not cut, and the queen conquers, the person who
played her will marry that year without a doubt, though it
may perhaps seem unluckily at the time; but if she loses her
queen, she must wait longer; the ace and queen being called,
the rest go in rotation; as at whist, kings taking queens,
queens knaves, and so on, and the more tricks you have, the
more money you get off the board on the division of each
game; those who hold the nine of spades will soon have some
trouble, and they are also to pay a penny to the board; but
the fortunate fair one who holds the queen and knave of
hearts in the same hand will soon be married; or, if she is
already within the pale of matrimony, she will have a great
rise in life by means of her husband
those who hold the ace
of diamonds and queen of hearts, clear the money off the
board, and end that game; it also betokens great pros;

perity.

DICE.
This is a certain and innocent way of finding out common
occurrences about to take place. Take three dice, shake
them well in the box with your left hand, and then cast them
out on a board or table, on which you had previously drawn a
circle with chalk, but never throw on Monday or Wednesday.
Three a pleasing surprise.
Four a disagreeable one.
Five2i stranger who will prove a friend.
Six loss of property.
Seven undeserved scandal.
Eight merited reproach.
Nine a wedding.
Ten a christening, at which some important event will
occur to you.
Eleven di death that concerns you.
Twelve a letter, speedily.
Thirteen
tears and sighs.
Fourteen a new admirer.
Fifteen beware that you are not drawn into some trouble
or plot.
*
Sixteen a pleasant journey.
Seventeen you will either be on the water, or have dealing with those belonging to it, to your advantage.

HOW

52

TO BECOME A MAGICIAN.

Eighteen' d, great profit, rise in life, or some most desirable good will happen almost immediately; for the answers to
To show the
the dice are always fulfilled within nine days.
same number twice at one trial, shows news from abroad, be
the number what they may. If the dice roll over the circle,
the number thrown goes for nothing, but the occurrence
shows sharp words, and if they fall to the floor it is blows in
throwing out the dice, if one remains on the top of the other,
it is a present, of which I would have the females beware.
;

DOMINOES.
Lay them with their faces on the table, and shuflle them
then draw one, and see the number. N. B. Never play on a

Friday.

receiving a handsome sum of money.


going to a public amusement.
Six-four law-suits.
Six-three ride in a coach.
Six-two present of clothing.
Six-one you will soon perform a friendly action.
Six-blank guard against scandal, or you will suffer by
your inattention.
Double-five a new abode to your advantage.
Five-four a fortunate speculation.
from a superior.
Five-three
Five-two a water-party.
Five-one a love intrigue.
Five-blank a funeral, but not of a relation.
Double-four drinking liquor at a distance.
Four-three a false alarm at your house.
i<bwr-^M?o beware of thieves or swindlers. Ladies, take
Double-six
Six-five

2i

visit

notice of this; it means more than it says.


Four-one tvowhlQ from creditors.
Four-blank receive a letter from an angry friend.

Double-three sudden wedding, at which you will be vexed.


Three-two buy no lottery tickets, nor enter into any game
of chance, or you will lose.
Three-one 2i great discovery at hand.
TJiree-blank an illegitimate child.
Double-two you will be plagued by a jealous partner.
Tivo-oneyou. will mortgage or pledge some property very

soon.

Double-one

you will soon find something

to your advan-

tage in the street or road.


Double-blank the worst presage in all the set of dominoes;
you will soon meet trouble from a quarter for which you are
quite unprepared.

HOW

TO BECOME A MAGICIAN.

53

It is useless for any person to draw more than three dominoes at one time of trial, or in one and the same month, as
they will only deceive themselves shuffle the dominoes each
time of choosing; to draw the same dominoe twice makes
the answer stronger.
;

THE ART OF FORETELLING FUTURE EVENTS BY


CHARMS, SPELLS, AND INCANTATIONS.
Magic Laurel,
Rise between three and four in the morning of your birthday, with cautious secrecy, so as to be observed by no one,
and pluck a sprig of laurel convey it to your chamber, and
hold it over some lighted brimstone for live minutes, which
you must carefully note by a watch or dial wrap it in a
white linen cloth or napkin, together with your own name
written on writing-paper, and that of the young man who
addresses you (or if there is more than one, write all the
names down) write also the day of the week, the date of the
year, and the age of the moon then haste and bury it in the
ground, where you will be sure it will not be disturbed for
three days and three nights; then take it up and place
the parcel under your pillow for three nights, and your
dreams will be truly prophetic as to your destiny.
;

The Three Keys.


Purchase three small keys, each at a different place, and
going to bed tie them together with your garter, and place
them in your left hand glove, along with a small flat dough
cake, on which you have pricked the first letters of your
sweetheart's name; put them in your bosom when you retire
to rest if you are to have that young man you will dream of
him, but not else.
This charm is the most eflectual on the first or third of a
new moon.
The Card Charm.
Select all the hearts and diamonds from the pack, put them
in one of your stockings, and place them under your pillow
any Friday night; as soon as you wake on Saturday morning,
provided the fourth hour has struck, not else, draw a card;
;

according to the number of pips, so many years will elapse


before you appear at the altar of Hymen. Hearts show a
loving husband, diamonds the richest husband or wife the
kings show that |you will never marry; the queen, a troublesome rival; the knave of diamonds, a fatal seduction; and
the knave of hearts, early widowhood.
;

HOW TO BECOME A

MAGICIAN.

The Magic Ring.

Borrow a wedding-ring, concealing tlie purpose for which


you borrow it; but no widow's or pretended marriage will do,
wear it for three hours at least before
it spoils the charm
you retire to rest, and then suspend it by a hair off your head
;

over your pillow; write within a circle resembling a ring,


the sentence from the matrimonial service, beginning with,
with this ring I thee wed, and over the circle write your own
name in full length, and the figures that stand for your age
place it under your pillow, and your dream will fully explain
who you are to marry, and what kind of a fate you will have
with them. If your dream is too confused to remember it, or
you do not dream at all, it is a certain sign you will never be
a bride.

The Witches' Chain.

young women

join in making a long chain, about


Christmas juniper and mistletoe berries, and
Exactly before
at the end of every link put an oak acorn.
midnight let them assemble in a room by themselves, where
no one can disturb them leave a window open, and take the
bey out of the key-hole and hang it over the chimney-piece;
have a good tire and place in the midst of it a long, thinnish
log of wood, well sprinkled with oil, salt and fresh mold,
then wrap the cham around it, each maiden having an equal
share in the business; then sit down, and on your left knee
let each fair one have a prayer-book opened at the matrimonial service. Just as the last acorn is burnt, the future
husband will cross the room; each one will see her own
proper 'spouse; but he will be invisible to the rest of the
wakeful virgins. Those that are not to wed will see a coffin,
or some misshapen form, cross the room go to bed instantly
and you will have remarkable dreams. This must be done
either on a Wednesday or Friday night, but no other.

Let three

a yard

will do, of

The Nine Keys,


Get nine small keys, they must all be your own by begging
or purchase ^borrowing will not do, nor must you tell what
you want them for); plait a three-plaited band of your own
hair, and tie them together, fastening the ends with nine
knots fasten them with one of your garters to your left wrist
on going to bed, and bind the other garter round your head:
then say
;

Peter take it not amiss,


your favor I've done this;
You are the ruler of the keys,
St.

To

try

me then, if you please;


me then your influence prove,

Favor
Let

And

see

my

dear and wedded lovel

HOW

TO BECOME A MAGICIAN.

55

This must be done on the eve of St. Teter's, and is an old


charm used by the maidens of Rome in ancient time, who put

great faith in

it.

The Mysterious Watch,


Request any person to lend you his watch, and ask him if
He will, no doubt, answer
it will go when laid on the table.
in the affirmative ;|in which case place it over the end of the
concealed magnet, and it will presently stop. Then mark the
precise spot where you placed the watch, and moving the
point of the magnet, give the watch to another person, and
desire him to make the expeximent; in which he not succeeding, give it to a third Cat the same time replacing the magnet),
and he will immediately perform it, to the great chagrin of
the second party.
This experiment cannot be effected, unless you take the
precaution to use a very strongly impregnated magnetic bar,
and that the balance-wheel of the watch be of steel, which
may be ascertained by previously opening it, and looking at
the works.
The Magic Rose,
your
Gather
rose on the twenty-seventh of June, and let it
be fullblown, and as bright a red as you can get; pluck it
between the hours of three and four in the morning; take care
to have no witness of the transaction
convey it to your
chamber and hold it over a chafing-dish or any convenient
utensil for the purpose, in which there is charcoal and sulphur
of brimstone; hold your rose over the smoke about five minutes, and you will see it have a wonderful effect on the flower.
Before the rose gets the least cool, put it in a sheet of writingpaper, on which is written your own name and that of the
young man you love best; also the date of the year, and the
name of the morning star that has the ascendancy at that
time; fold it up and seal it neatly with three separate seals,
then run and bury the parcel at the foot of the tree from which
yon gathered the flower; here lei it remain untouched till the
sixth of July; take it up at midnight, go to bed and place it
under your pillow, and you will have a singular and most
eventful dream before morning, or at least before your usual
time of rising. You may keep the rose under you three nights
without spoiling the charm when you have done with the
rose and paper, be sure to burn them.
;

Midsummei^-day Charm, to know your Husband's Trade,


Exactly at twelve, on Midsummer-day, place a bowl of water
in the sun, pour in some boiling pewter as the clock is strikmg, saying thus:


HOW

56

TO BECOME A MAGICIAN.

Here

1 try a potent spell,


of love, and Juno tell,

Queen

In kind union unto me,

What my husband

is

to be.

This the day, and this the hour,

When

it seems you have the power,


For to be a maiden's friend,
So, good ladies, condescend.

A tobacco-pipe

full is enough.
When the pewter is cold,
out of the water, and drain it dry in a cloth, and you
will find the emblems of your future husband's trade quite
plain.
If more than one you will marry twice; if confused
and no emblems, you will never marry; a coach shows a
gentleman for you.

take

St.

it

Agnes' Day.

Charm to know who your husband shall

he.

Falls on the 21st of January; you must prepare yourself by


a twenty-four hour' fast, touching nothing but pure spring
water, beginning at midnight on the 20th, ^o the same again
on the 21st; then go to bed, and mind you sleep by yourself,
and do not mention what you are trying to any one, or it will
break the spell go to rest on your left side, and repeat these
lines three times
;

St. Agnes be a friend to me,


In the gift I ask of thee;
Let me this night my husband see

dream of your future spouse; if you see more


your dream, you will wed two or three times, but
you sleep and dream not, you will never marry.

and you

will

than one

in

if

Events Foretold by Planets.


JANUARY.

Aquarius, or the

Water -hearer.

the twentieth of the month the sun enters this sign


this period will be of an unruly, restless,
fickle, and boisterous disposition; will be given to all whims
and strange fancies; will undertake anything, however difficult, to accomplish any object he may have in view; not
contented long in one place; soon aflronted slow to forgive;
suspicious and always imagining danger, and, instead of endeavoring to subdue trouble, meeting it half way. In life he
will be moderately successful, and enjoy a portion of happiness.
In love he will display an amorous disposition, and be
passionately attached to his mistress, until she yields to his
wishes, or marries him; he will then grow indifierent, and
rove until some other object fixes his attention.
woman born at this time will be of a studious, Indus-

About

man

born at


HOW
trious,

TO BECOME A MAGICIAN.

will

and sedentary disposition


is brought up

the employment she


stant and moderate

she will make

and an

be

57

much

attached to
she will be cona kind and tender mother,

to

in love

aflectionate wife.

FEBRUARY. P/5ce5,
About

or the Fishes.

month

the sun enters this sign


at this time will be designing, intriguing, selfish,
unfaithful to his engagement; he will be mean, and subservient to those whom he thinks he can make useful to his
schemes but his end once obtained, he will take every opportunity to injure and betray them: in poverty he will be a
sycophant, in prosperity a tyrant haughty to equals and in-

the twentieth of the

man born

In life he will generally be unsuccessful, although


feriors.
for a time he will often appear to have succeeded; in love he
he will make a
will be careless, indifl'erent, and unsteady

severe father and an unkind husband.


woman born at the same period will be of obliging
manners, delicate in her ideas, open and sincere in her friendships, an enemy to deceit
in love she will be faithful, and
moderately inclined to the joj^s of Yenus; she will be aflectionate to her family; make a good and tender mother, and
be a prosperous and excellent wife.

MARCH. ArieSy
About the twentieth

of the

or the

Bam,

month the sun

enters this sign

man born

at this period will be of a bashful, meek, and irresolute disposition, hard to provoke to a quarrel, but difficult to
be appeased when roused in life he will be for the most part
;

happy and contented in love he

will be faithful and constant,


moderately addicted to its pleasures he will be a kind, affectionate father, a good husband, a sincere friend, and of an

industrious turn.

A woman born at the same time will be modest, chaste,


good-tempered, cleanly in her habits, industrious, and charitable -in love she will be faithful, and in life she will be rather
happy than otherwise, but be little concerned about worldly
affairs
she will make an amiable mother, be decently fond of
her husband, and moderately given to the joys of Hymen.

APRIL.

Taurus, or the Bull.

of the month the sun enters this sign:


at this time will be of a strong and robust constitution, faithful to his engagements, industrious, sober, and
honest, but prone to anger in life he will be ardent in his
pursuits, but will meet with many vexations and disappoint-

About the twentieth

man born

HOW TO BECOME A

58

MAGICIAN.

mentsin
women,

love he will be extremely amorous, much given to


of a jealous disposition, liable to infidelity to the mar-

riage bed, but on the whole a good husband and a kind


father he will be extremely desirous of roving in the world,
and establishing a reputation.
woman born at this period will be of a courageous and
resolute disposition, of an industrious^ turn, impatient of control, desirous of praise, and not easil5^ daunted, fond of domestic life, much attached to those pleasures that are consistent
with virtue, fond of her husband, indulgent to her children,
and a sincere friend, and liberal benefactressshe will be
happy in the connubial state, and pass her time with much

satisfaction.

MAY.

Gemini^ or the Twins,

of the month the sun enters this sign:


at this period will be of an undaunted courage,
of a sweet and cheerful temper, of a lively imagination, stern
in his resentments, though not easily provoked he will be
very ambitious of distinguishing himself for his learning and
his knowledge of his profession or trade in life he will be incUned to traveling, especially in foreign countries he will
meet with many crosses, and much persecution, but will bear
them all with manly fortitude, and great patience he will be
immoderately attached to women, placing all his happiness
in their arms he will make a good father, but an unfaithful

About the twentieth

man born

husband.

A woman born

at this period will be of a peevish and fretbe vindictive and revengeful, not very
industrious, but inclined to neatness in dress and in her
house in love she will be credulous and jealous, much inclined to the pleasures of the marriage bed in life she will
meet with many disagreeable interruptions to her peace of
mind, but be of a generous disposition, kind to her children,
affectionate to her husband, and liberal to her dependents.
ful

tempershe

will

JUNE.

Cancer, or the Crab,

of the month the sun enters this sign


born at this period will be of an industrious and sober
disposition, diffident of his own abilities, not easily excited to
mirth, firm and inflexible in his determinations in life, he
will be faithful to bis engagements, successful in his pursuits,
and kind to his fellow-creatures in love he will be sincere,
moderately inclined to the joys of Hymen, faithful to the
nuptial bed, a tender father, and a kind husband.
A woman born at this time will be of a captious temper,
inclined to industry, and fond of merriment and good cheer

About the twentieth

man


HOW

TO BECOME A MAGICIAN.

59

she will be persevering in her undertakings, tenacious


own opinion, but without provoking obstinacy she
will be much inclined to the pleasures of love in a lawful manner, will make a good wife and an affectionate mother, and
enjoy a reasonable share of happiness and tranqiiiliity.
in life

of her

JULY.

Leo, or the Lion,

of the month the sun enters this sign:


at this period will be of an unruly, turbulent,
rapacious, and quarrelsome disposition, always inclined to
dispute with his neighbors, and enter into law-suits in life he
will be forever scheming, without accomplishing his ends; he
will be troublesome to others and to himself, and for the most

About the twentieth

man born

unhappy in love he will be indifferent, making it a


secondary consideration he will be unfaithful whenever his
interests so dictatehe will make a morose husband, and a

part be

negligent father.

A woman born at this time will be of an abusive and quarrelsome disposition, indolent and peevish in her temper, fond
of calumniating her neighbors she will be little inclined to
the pleasures of love, be a very indifferent mother, and a sluttish wife in life she will be perpetually in scrapes, and be for
the most part unhappy herself by endeavoring to make
others so.

AUGUST. Fzr^o,

or the Virgin,

of the month the sun enters this sign:


born at this period will be of rather a timid disposition,
though not cowardly he will be honest and sincere in his
dealings, much reserved in conversation, cautious in his undertakings, good-tempered and mild, gentle in his behavior
and sober in his conduct in life he will be tolerably happy
and moderately successful in love he will be much inclined
to lawless pleasures, yet affectionate to his wife
he will make
a good father and a tender husband.
A woman born at this time will be of a very honest, sincere, and candid disposition, much inclined to cleanliness in
her person, of warm desires, modest speech, fond of connulial
joys, and faithful to her husband she will make a good

About the twentieth

man

mother and an industrious

wife.

SEPTEMBER. Xi6ra,

or the Balance,

of the month the sun enters this sign:


at this period will be of an honest, sober, and upright disposition, faithful and just in his dealings, a great
lover of truth, and an enemy to quarrels and disturbances
in life he will be highly respected, whatever may be his situa-

About the twentieth

man born


HOW

60

TO BECOME A MAGICIAN.

poor if he arrives at honors and places of consequence, he will still retain a veneration for his old friends,
protect them to the utmost of his power, and conduct himself
with temper and moderation in love he will be no enemy to
the pleasures of wedlock, but make an affectionate husband
and a kind father.
woman born at this time will be of a prudent, modest, and
virtuous disposition, dignified in her manners, affable and
agreeable in her conversation, generous in her lemper, in life
she will be very happy in the business of love she will only
consider it as a duty in obedience to her husband, and will
make an obedient and complying wife, and a careful and attentive mother.
tion, rich or

OCTOBER.

Scorpio, or the Scorpion.

of the month the sun enters this sign:


at this period will be of an amiable and socialjdisposition, of a lively imagination, prudent in his conduct, and
agreeable in his manners. In life he will be subject to many
cruel and severe hardships, he will have many enemies, be
suspected of plots and conspiracies against the state; he will
be persecuted and calumniated, but by the interposition of
friends he will be raised by his merits, in the end triumph
over his enemies, and be extricated from his difficulties. In
love he will be faithful and sincere, much addicted to the delights of the connubial state, but obliged to make his passions
yield to his other concerns in life; he will be a fond father and
an affectionate husband.
woman born at this time will be of a rash, imperious, intriguing, and designing disposition, of an unsteady and
In life her
disagreeable temper, and inclined to liquor.

About the twentieth

man born

schemes will generally miscarry through her own folly and


want of conduct. In love she will yield' to its pleasures only
with a view to serve her purpose, and she will be fickle and
unfaithful make a bad wife, savage mother, and be the cause
of her family's unhappiness.

^OYWAB^^. Sagittarius,
month

or the Archer,

the sun enters this sign:


be of a cold, phlegmatic disposition, of little sensibility, furious when in a passion, implacaIn life he
ble in his resentments, punctual in his dealings.
will be generally successful, easily led by others, and frequently deceived. In love he will be moderate in his passions,
caressing his wife merely for the sake of getting children, to
whom he will make an excellent father, but will be a morose
and tyrannical husband.

About the twentieth

man

born at

of the

this period will

HOW

TO BECOME A MAGICIAN.

61

A woman

born at this time will be of a masculine disposimuch^addicted to caluminate others, and spreading scandalous reports of those she does not lik; in her behavior
she will be imperious and disagreeable, a great scold, and inIn life she will make
clined to strong liquors and quarrehng.
many enemies by her want of conduct and little regard to
what she says, be rather unhappy and unsuccessful in her
In love she will be constant, but expect to govern
pursuits.
her husband she will expect him to do strict justice to the
marriage bed, to the pleasures of which she will be immoderately attached; she will love her children, but be negligent of
them; she will be fond of her husband, whilst he gives her her
own way, and strictly performs the marriage rites; but if
they are neglected, she will lead him a wearisome life, and
prove unfaithful.
tion,

DECEMBER. Capricorn
About the twentieth

or the Horned Goat

month

the sun enters this sign


be of an ambitious, turbulent,
and restless disposition, troublesome to himself and others,
of a dull and lazy habit, void of reflection, and of unpleasant
manners. In life he will be unhappy and unfortunate, owing
In love he
to his own rashness and want of consideration.
will be exceedingly amorous, much attached to the female
sex, rather fickle in his affections, but kind and loving to his
wife, punctual in the discharge of the nuptial duties; he will
make a bad father, but a good husband.
A woman born at this time will be of a meek, sober, and
amiable disposition, a good neighbor, and a sincere friend,
fearful and timorous, but of engaging manners.
In life she
will be rather happy than otherwise, and easily restrained
from doing wrong. In love she will be of a warm constitution, and yield easily to the solicitations of her lovers; in the
married state she will be faithful and kind, strongly attached
to the hj^menial duties, and forward in exacting them of her
husband she will be a tender mother and a good wife, though
extremely credulous of everything she hears.

man born

of the

at this time will

[THE END.]

HOW TO BECOME A SPEAKEB. Containing

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a good speaker, reader and elocutionist. Also containing
gems from all the popular authors of prose and poetry, arranged in the most simple and concise manner possible.

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474

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476 Stuttering Samco?nic
477 The Mad Hunter
478 Persimmon Bill
479 The James Boys in Minnesota
480 Buck Bid well
481 Toby the Spy
482 The James Boys as Highway-

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Washed Ashore;

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487 The Irish Claude Duval
Boys' Longest
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490 The James Boys in Mexico
491 Old Fox; or, The Mystery of a

492

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499 The Twin Detectives; or, True
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500 WiUiam Tell, the Dead Shot of
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497

501
502
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Leon the Outlaw
Tommy Bounce,
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518 The Irish Claude

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Ben Bolt
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Bob Rollick; or. What Was He
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519
520
521
522

524 Only a Cabin Boy, by Harry

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We intend to make the stories contained in this Library the best ever
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75

AMONG THE THUGS

76
77
78
79

AND DEATH OF JESSE JAMES


By D. W. Stevens
THE BLACK BRAVOS
By Gaston Game
EBONY EPH, THE COLORED DETECTIVE. By Harry Rockwood
THE BOSS OF THE SCHOOL; OR, Around The World Fob Fun

80
81
82
83

THE MAGIC RIFLE


By C. Little
FRANK JAMES, T HE AVENGER
By D. W. Stevens
THE RENEGADE'S DOOM
By John Sherman
THE SECRETS OF THE DIAMOND ISLAND

84
85

THE LEAGUE OF FATE


SIMPLE SILAS AMONG THE MOONSHINERS

OR,

Two YANKEE BOYS

IN INDIA

By Hal Standish

LIFE

By Captain

Will Dayton

By Horace Appleton
By "Noname"

By Harry Rockwood

86
87
88
89
90
91
92
93

94
95
96

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LIVES OF THE FORD BOYS
By D. W. Stevens
DANGER SIGNAL DAVE
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THE FIENDS OF PARIS
By Paul Braddon
By John Sherman
THE ISLAND CAPTIVE
THE BLACK BAND OF NEW YORK
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By Horace Appleton
LOST UNDER GROUND
By C. Little
THE CRIMSON COWL
By Police Captain Howard
FOXY AND BROTHER^.
J. R. Scott
TRACKED BY A FIEND
No. 202; OR, IN LEAGUE WITH THE SECRET SERVICE
By

97
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99
100
101
102
103

104

Lieut. E. H. Kellogg

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DETECTIVE SLEUTH'S SON
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THE SECRET DEN
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DICK DARNLEY. THE SWITCH BOY
By Gaston Game
THE CAVERN OF DEATH
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JEPPO THE HUNCHBACK
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IN THE CLOUDS WITH A MANIAC
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How to Become Kich
How to Box
How to Dance
Hov t(> Became aii Athlc
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